Create a new folder somewhere called "DEHR" (you can call it anything you want though).
Copy bigfile.000, bigfile.001, bigfile.002, bigfile.003, patch0.000, patch0.001, and patch0.002 from main game into a new subfolder (i.e. "DEHR\main").
Screw bigfile_English.000 as it contains nothing important.
Copy bigfile.000 from the Missing Link DLC into a new subfolder as well (i.e. "DEHR\missing_link").
Screw bigfile_English.000 as it contains nothing important.
Place ripper.exe and zlib DLL into the "DEHR" folder (or whatever you called it) and run it.
Say "YES" when it asks if it can delete unimportant files (unless you want a million files on your hard drive).
Say "YES" when it asks if to process "000" files.
Say "YES" when it asks if to process "DEX" files.
Say "YES" when it asks if to process "PCD" files.
Say "YES" when it asks if to process "MOD" files.
Come back maybe one to two hours later depending on the strength of you computer. The program touches everything so it takes a while. This is amazing because if you spend 6 to 8 hours playing a game, at least one hour is spent watching some kind of loading screen .
Model Instructions:
OBJ: For quick previewing in Noesis or other editor.
SMC: Model + skeleton. This file can be loaded into Blender 2.49b using the provided plugin.
BONECOUNT.TXT: A text file generated in the same folder where you put the EXE. This lists all model files and the number of bones in each model file. From this, you should be able to tell which models are main characters and which ones are not.
Other Instructions:
You may also use Rick's unpacker.
Using Rick's unpacker, unpack only the files that you want.
Run my ripper.exe on the model files, saying "No" this time to everything expect for when it asks to process model files. You may have to rename the output files from Rick's unpacker to ".model" for this to work.
Rick's unpacker is really useful for finding "common" textures that aren't in the same directory as the models (eyes, hands, etc.).
One disadvantage of using Rick's unpacker is that if I decide to implement auto-texture, you won't be able to use Rick's unpacker because texture files are referenced by numeric identifiers and not by filenames.
All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
Yeah, i know im silly
Omg i like this game tho... only played it a bit, but i still like it
All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
Oh I forgot the smc script in the 7z file... redownload 7z file if you got it already.
Note: It is hard to texture these models. Lots of shared textures. Impossible to find without named folders. Use Rick's unpacker on the files as well to find them.
No problem guys, I'm going to update this one more time with semi-automatic texturing lol. The material files come in pairs and are quite complex. Did dusan's TR underworld exporter have automatic texturing? Best I can do so far is assign material objects in blender using names that match the material filenames. From there you can check a text file that displays the names of the textures associated with the material file. Any texture not in the model directory you can then just search for by filename. But figuring out which file is a diffuse or a normal map or a specular map I haven't been able to do yet (diffuse and specs use the same identifiers in these files and I can't tell them apart).