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MDL0 files from Non-Brawl games

RandomTBush

Smash Ace
Joined
Aug 10, 2009
Messages
889
Location
Donut Plains
PLEASE DO NOT SHARE ISOs/TORRENTS FOR GAMES IN THIS TOPIC!

HOW TO GET A NON-BRAWL MDL0 WORKING IN BRAWL!:

If there's a Wii game that has MDL0 files, then use BrawlBox v0.65c to convert it (in one way or another) to a Version 9 model, which will then work in Brawl.

OUTDATED PROGRAMS -- USE BRAWLBOX V0.65C INSTEAD!
Code:
Fortwaffles's automatic hexing programs:
http://www.mediafire.com/?ngdj2yznyt2
Just run each program and direct it to the BRRES you want hexed. This new version shouldn't need you to have to perform Step 5 of the tutorial anymore -- it does it automatically now.
 
Fortwaffles's model resizing program:
http://www.mediafire.com/?yia2nhzmjqd
Name the file "input.brres", change the number in the scale.txt to whatever number you want to resize it by, and then run the program. Afterwards, preview the model, and change the root bone's X translation to 0.1, then back to 0 to correct the stretched polygons.
 
Fortwaffles's bone adding program:
http://www.mediafire.com/?dttmnkm2y0j
This program will add more "dummy" bones to a character so that they can work over characters that require more bones.
 
ForOhFor Error's all-in-one BRRES/MDL0 hexing script (VERSION 10 MODELS ONLY):
http://dl.dropbox.com/u/5869687/Python%20Model%20Hexer%20-%20Complete.zip
We already have working programs to hex imports from games with MDL0s into usable models. However, these programs are fairly slow, only fix one MDL0 at a time, and, well, there's 3 of the things that need to be run separately.
 
I am doing my first full program, based in python, to remedy that situation. It will combine the 3 steps (header, materials, polygons) into one program, which will hex every model in a brres file.
 
And, since it's in Python instead of Gamemaker, it's much faster than the existing programs.
 
It will be useful for, say, hexing those bothersome okami models.
ForOhFor Error's BRRES Separator:
http://dl.dropbox.com/u/5869687/AutoHexingBrresSeperator.rar

You're looking through a file, and it clearly has BRRES files in it (a memory dump, or some file from an iso, whatever.) However, it would take hours to extract them all manually.

This happened when I was looking through the stage files from okami. So I wrote a small program to fix it.

Simply start the program, select the file with the brres files contained within, and relax as the BRRES Separator creates all the BRRES files in that file, in the same directory the file is in.

What's more, this program will now AUTOMATICALLY hex the models in the BRRES!
Wacka Alpaca's video tutorials:
Intro To Hex:
http://www.youtube.com/watch?v=zJGRYEB4BAg

Injecting Models From Other Games Part 01:
http://www.youtube.com/watch?v=bePnCJ1hRlk

Injecting Models From Other Games Part 02:
http://www.youtube.com/watch?v=UZkgTmC1a-g

Injecting Models From Other Games Part 03:
http://www.youtube.com/watch?v=Rnlvgu85G1M

Automatic Model Hexer Tutorial:
http://www.youtube.com/watch?v=Zv_iGKCcbYo
Other useful tools:
Alternative model previewer: BRRESViewer
ARC file extraction: U8Tool (Google it.)
AFS file decompression: AFSExplorer
CPK file decompression: UTF_Tab Suite
FPK file decompression: FPKTool
LZH8 file decompression: LZH8_CmpDec
YAZ0 file decompression: SZSTools
NTCompress: Google it -- it's an SDK program that can't be linked to for legal reasons, look for the latest version.
QuickBMS -- (For use with the scripts below.)
QuickBMS scripts:
Wii-LZSS

Code:
get name BASENAME
string name + "_ext."
get name1 extension
string name + name1
get zsize asize
comtype lz77wii
clog name 0 zsize zsize
Arc Rise Fantasia

Code:
get HEADER filename
string HEADER -= 4
string HEADER += \
idstring "RTDP"
endian BIG
get OFF long
get FILES long
get ARCSIZE long
get UNK long
getdstring NULL 0xC
for i = 0 < FILES
set RES_NAME HEADER
getdstring NAME 0x20
string RES_NAME += NAME
get SIZE long
get OFFSET long
math OFFSET += OFF
filexor 0x55
log RES_NAME OFFSET SIZE
filexor ""
next i
GFA (Kirby's Epic Yarn, Wario Land: Shake It / The Shake Dimension)

Code:
# script for QuickBMS [url]http://aluigi.org/papers.htm#quickbms[/url]
# Wario Land: The Shake Dimension GFA
 
Endian little
 
# Main header
IDString "GFAC"
Get HEADER_1_1 long
Get HEADER_1_2 long
If HEADER_1_1 != 1
  Print "Strange HEADER_1_1 = %HEADER_1_1%, may crash..."
EndIf
If HEADER_1_2 != 1
  Print "Strange HEADER_1_2 = %HEADER_1_2%, may crash..."
EndIf
Get FILE_TABLE_OFFSET long
Get FILE_TABLE_SIZE long
Get DATA_OFFSET long
Get DATA_SIZE long
 
# Read compressed data header
GoTo DATA_OFFSET
 
IDString "GFCP"
Get HEADER_1_1 long
Get CTYPE long
If HEADER_1_1 != 1
  Print "Strange GFCP HEADER_1_1 = %HEADER_1_1%, may crash..."
EndIf
If CTYPE == 1
  ComType bpe
ElseIf CTYPE == 2
  ComType lz77wii_raw30
Else
  Print "Unknown compression %CTYPE%"
  Exit
EndIf
 
Get RAW_DATA_SIZE long
Get COMPRESSED_DATA_SIZE long
 
Set CDATA_OFFSET DATA_OFFSET
Math CDATA_OFFSET + 0x14
 
# Decompress
Clog MEMORY_FILE CDATA_OFFSET COMPRESSED_DATA_SIZE RAW_DATA_SIZE
 
# Extract files
GoTo FILE_TABLE_OFFSET
Get FILE_COUNT long
SavePos READ_OFFSET
 
For I = 0 < FILE_COUNT
  GoTo READ_OFFSET
 
  # Read the file entry
  Get CRC32 long # guess
  Get NAME_OFFSET long
  Get FILE_SIZE long
  Get FILE_OFFSET long
 
  SavePos READ_OFFSET
 
  Math FILE_OFFSET - DATA_OFFSET
 
  GoTo NAME_OFFSET
  Get FILE_NAME string
 
  Log FILE_NAME FILE_OFFSET FILE_SIZE MEMORY_FILE
Next I
Xenoblade

Code:
# Game: Xenoblade (Wii)
# by Falo - 2010
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
#
# usage :
#
# use WiiScrubber to extract all *.pkb files
# use any u8 tool (arc extractor) to extract static.arc
# you should then have *.pkb and *.pkh files
# use this script on *.pkb
 
endian big
 
Open FDDE PKH 1
 
get Temp long 1 # always 0x00FE1200
get Temp long 1
get ofsHashTable long 1  # not sure, HashTable or FileIDTable
get FileSize long 1
get numFiles long 1
 
set ofsSizeTable numFiles
set ofsOffsetTable numFiles
 
math ofsSizeTable *= 8
math ofsOffsetTable *= 2
 
math ofsSizeTable += ofsHashTable
math ofsOffsetTable += ofsSizeTable
 
for i = 0 < numFiles
  goto ofsHashTable 1
  get Hash long 1 # not sure, Hash or FileID
  get Temp long 1 # always 0x0
  goto ofsSizeTable 1
  get Size short 1
  goto ofsOffsetTable 1
  get Offset long 1
 
  math Size *= 2048
  math Offset *= 2048
 
  # use hash/fileid as filename
  set Name Hash
  set FileExt ".dat"
 
  # get FileExt
  goto Offset
  get FileID long
 
  if FileID = 1437218861 # Nintendo ARC (U8)
      set FileExt ".arc"
  endif
  if FileID = 1651664243 # Nintendo BRRES
      set FileExt ".brres"
  endif
  if FileID = 2142000 # Nintendo TPL
      set FileExt ".tpl"
  endif
  if FileID = 1264144384 # Xenoblade KYP -> BRRES Archive
      set FileExt ".kyp"
  endif
  if FileID = 1835229440 # Xenoblade MCA
      set FileExt ".mca"
  endif
  if FileID = 1145131057 # Xenoblade DAP1
      set FileExt ".dap"
  endif
  if FileID = 1280263241 # Xenoblade LODI
      set FileExt ".lod"
  endif
 
  string Name += FileExt
 
  log Name Offset Size
 
  # next file, increase all offsets
  math ofsHashTable += 8
  math ofsSizeTable += 2
  math ofsOffsetTable += 4
next i
 
CleanExit
Original text tutorial:


1. The bytes in dark grey need to be "00000009".
2. The bytes in green need to be "FFFFFF80".
3. The bytes in red need to be deleted.
4. The bytes in black need to be "FFFFFFC0".



5. The top set of bytes in blue needs to match the bottom set. NOT THE OTHER WAY AROUND. (Apocolypse3000 takes the credit for finding out about this.)



6. From the beginning of the MDL0 file, jump ahead by the amount of bytes (in hex, of course) in purple minus "0x0C". (In this case, it would be "0x0124".) This should take you to the definitions header.



7. Now you should be at the definitions header. They usually are set to "00000048". Put three sets (or 0x0C bytes) of "FFFFFFFF" before this.



And you're done... with the MDL0 header, that is. There are two more headers that need to be changed before it will work in Brawl -- materials and polygons. Open up the BRRES in BrawlBox and export the MDL0 to make the next part a little easier for you.



8. Go to each and every Materials1 subgroup for the model, and go to the MDL0Offset listed for them. (It's listed in decimal, not hex.)



9. Delete the byte set in red (0x38 bytes ahead from the beginning of the header)....



9b. ...so that it looks like this. Then go back to the beginning of the Materials header and jump forward by 0x0414 bytes. You should end up at a spot that looks like this:



9c. Add 4 "00" bytes here.



10. It should look like this when you're done, with the red bytes being the new ones put in (to retain the balance of the MDL0 file).



10b. In BrawlBox, it should look like this. Note the highlighted text. (It was under Unknown6 earlier, which makes Brawl freeze.)

11. Next, go to the MDL0Offsets for the polygons, kinda like you just did for the materials.



12. Delete the byte set in red, and insert "00000000" right before the "00000850". Again, you have to retain the balance of the MDL0. You can't take away without putting an equal share back.



13. Now it should look like this in the hex editor...



13b. ...and this in BrawlBox. Now, just keep doing that for the rest of the materials and polygons until they're all corrected.

14. After that's all done, put it together with the textures, and plunk it in-game! (It's always best to try replacing a stage first, before anything else.)



However, other games could have different scaling for the models. That will have to be done by vertex hacking and by repositioning the bones. Time-consuming, but it will work.

(And, as an added bonus for doing all of that, you should be able to use the new MDL0 with Pharrox's AiS [mirrored here, because PatriotMods is acting up] to get a fully-rigged model exported to a DAE... if it doesn't have TriangleFans [0xA0], that is.)

List of known games with MDL0 files:
(Total: 129)
(Updated April 20th: Kamen Rider: Super Climax Heroes uses MDL0. As do a few other games, but I'll get to those later.)

Animal Crossing: City Folk
- (Developer: Nintendo EAD)
- (Version: 11)
- (Compression: ARC Container)
- (Scale to: 0.3x to match Totakeke)

Another Code: R - A Journey into Lost Memories
- (Developer: Cing)
- (Version: 11)
- (Compression: None)
- (Scale to: 0.1x)

Arc Rise Fantasia
- (Developer: Imageepoch)
- (Version: 11)
- (Compression: Unique -- See QuickBMS scripts)
- (Scale to: 0.1x)

Arkanoid Plus [WiiWare]
- (Developer: Taito)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Art Style: Cubello [US/EUR] / Cubeleo [JP]
- (Developer: skip Ltd.)
- (Version: 11)
- (Compression: None or Wii-LZSS)
- (Scale to: 0.1x)
- (Additional notes: "gfx.brres" has all of the models/textures.)

Art Style: Light Trax [US/EUR] / Dot Stream [JP]
- (Developer: skip Ltd.)
- (Version: 11)
- (Compression: Container or Wii-LZSS)
- (Scale to: 0.1x)
- (Additional notes: "dot.bin" has all of the models/textures.)

Art Style: Orbient [US/EUR] / Orbital [JP]
- (Developer: skip Ltd.)
- (Version: 11)
- (Compression: None or Wii-LZSS)
- (Scale to: 0.1x)
- (Additional notes: "gfx.brres" and "gfx_pre.brres" have all of the models/textures.)

Art Style: Rotohex [US/EUR] / Dialhex [JP]
- (Developer: skip Ltd.)
- (Version: 11)
- (Compression: None or Wii-LZSS)
- (Scale to: 0.1x)
- (Additional notes: "hex.brres" has all of the models/textures.)

Art Style: Rotozoa [US/JP] / Penta Tentacles [EUR]
- (Developer: skip Ltd.)
- (Version: 11)
- (Compression: None or Wii-LZSS)
- (Scale to: 0.1x)
- (Additional notes: "gfx.brres" and "gfxpre.brres" have all of the models/textures.)

Batman: The Brave and the Bold
- (Developer: WayForward Technologies)
- (Version: 11)
- (Compression: None)
- (Scale to: 250x)

Bit.Trip Beat [WiiWare]
- (Developer: Gaijin Games)
- (Version: 11)
- (Compression: None)
- (Scale to: 1.5x?)

Bit.Trip Core [WiiWare]
- (Developer: Gaijin Games)
- (Version: 11)
- (Compression: None)
- (Scale to: 1.5x?)

Bit.Trip Fate [WiiWare]
- (Developer: Gaijin Games)
- (Version: 11)
- (Compression: Wii-LZSS)
- (Scale to: 1.5x?)

Bit.Trip Flux [WiiWare]
- (Developer: Gaijin Games)
- (Version: 11)
- (Compression: Wii-LZSS)
- (Scale to: 1.5x?)

Bit.Trip Runner [WiiWare]
- (Developer: Gaijin Games)
- (Version: 11)
- (Compression: Wii-LZSS)
- (Scale to: 1.5x?)

Bit.Trip Void [WiiWare]
- (Developer: Gaijin Games)
- (Version: 11)
- (Compression: Wii-LZSS)
- (Scale to: 1.5x?)

Bomberman [JPN]
- (Developer: Hudson Soft)
- (Version: 11)
- (Compression: ARC Container and LZ77)
- (Scale to: 0.5x)

Bomberman Blast [WiiWare]
- (Developer: Hudson Soft)
- (Version: 11)
- (Compression: ARC Container and LZ77)
- (Scale to: 0.5x)

Bleach: Versus Crusade [JPN]
- (Developer: Treasure)
- (Version: 11)
- (Compression: MRG Container)
- (Scale to: 1.25x-1.33x)

Bubble Bobble Plus [WiiWare]
- (Developer: Taito)
- (Version: 11)
- (Compression: Wii-LZSS)
- (Scale to: ?x)

Captain Rainbow [JPN]
- (Developer: Skip Ltd.)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Case Closed: The Mirapolis Investigation [JPN]
- (Developer: Marvelous Entertainment)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Castlevania Judgment
- (Developer: Eighting)
- (Version: 11)
- (Compression: FPK)
- (Scale to: 10x-11x)

Cooking Mama: Cook Off
- (Developer: Office Create / Cooking Mama Ltd.)
- (Version: 8)
- (Compression: None)
- (Scale to: ?x)

Cooking Mama: World Kitchen
- (Developer: Office Create / Cooking Mama Ltd.)
- (Version: 11)
- (Compression: None or Wii-LZSS)
- (Scale to: ?x)

Dead Rising: Chop 'Till You Drop
- (Developer: Capcom / Tose)
- (Version: ?)
- (Compression: LPK Container)
- (Scale to: ?x)
- (Additional notes: Useful info.)

Dewy's Adventure
- (Developer: Konami)
- (Version: ?)
- (Compression: ARC Container)
- (Scale to: ?x)

Doraemon Wii - Himitsu Douguou Ketteisen
- (Developer: Sonic Team, 8ing)
- (Version: 11)
- (Compression: None/FPK)
- (Scale to: ?x)

Dragon Ball: Revenge of King Piccolo
- (Developer: Media.Vision)
- (Version: 11)
- (Compression: BIN Container)
- (Scale to: 0.75x)
- (Additional notes: List of files.)

Dragon Quest: Monster Battle Road Victory
- (Developer: Eighting, Rocket Studio)
- (Version: 11)
- (Compression: None or Wii-LZSS)
- (Scale to: ?x)

Dragon Quest Swords: The Masked Queen and the Tower of Mirrors
- (Developer: Genius Sonority, Eighting)
- (Version: 9)
- (Compression: FPK)
- (Scale to: 10x-11x)

Driift Mania [WiiWare]
- (Developer: Konami)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Elebits
- (Developer: Konami)
- (Version: 8)
- (Compression: ?)
- (Scale to: ?x)

Final Fantasy Crystal Chronicles: My Life as a Dark Lord [WiiWare]
- (Developer: Square Enix)
- (Version: 11)
- (Compression: None)
- (Scale to: ?x)

Final Fantasy Crystal Chronicles: My Life as a King [WiiWare]
- (Developer: Square Enix)
- (Version: 11)
- (Compression: None / Wii-LZSS [Buildings.press])
- (Scale to: ?x)

Final Fantasy Fables: Chocobo's Dungeon
- (Developer: h.a.n.d.)
- (Version: 10)
- (Compression: None)
- (Scale to: ?x)

Fortune Street [USA] / Boom Street [EUR] / Itadaki Street [JPN]
- (Developer: Square Enix)
- (Version: 11)
- (Compression: None / Wii-LZSS [*.cmpres])
- (Scale to: ?x)

Fullmetal Alchemist: Daughter of the Dusk [JPN]
- (Developer: Square Enix)
- (Version: 11)
- (Compression: ?)
- (Scale to: ?x)
- (Additional notes: They won't work in Brawl?)

Fullmetal Alchemist: Prince of the Dawn [JPN]
- (Developer: Square Enix)
- (Version: 11)
- (Compression: ?)
- (Scale to: ?x)
- (Additional notes: They won't work in Brawl?)

Furu Furu Park
- (Developer: Taito)
- (Version: 9)
- (Compression: BIN Container)
- (Scale to: Varies from minigame to minigame.)
- (Additional notes: The node IDs need to be identical -- check Step 5 of the tutorial.)

Gabrielle's Ghostly Groove: Monster Mix [WiiWare]
- (Developer: Natsume)
- (Version: 11)
- (Compression: None)
- (Scale to: ?x)
- (Additional notes: The models have separate head/body MDL0s.)

Inazuma Eleven Strikers
- (Developer: Level 5)
- (Version: 11)
- (Compression: Unknown -- Memory dump suggested)
- (Scale to: 11x?)
- (Additional notes: The models have separate head/body MDL0s.)

Ivy the Kiwi?
- (Developer: Prope)
- (Version: 11)
- (Compression: None)
- (Scale to: 5x)

Jissen Pachi-Slot Pachinko Hisshouhou! Sammy's Collection: Hokuto no Ken Wii [JPN]
- (Developer: Sega)
- (Version: 8)
- (Compression: Container and Unknown -- Memory dump required)
- (Scale to: ?x)
- (Additional notes: The node IDs need to be identical -- check Step 5 of the tutorial.)

Kamen Rider: Climax Heroes Fourze [JPN]
- (Developer: Eighting)
- (Version: 11)
- (Compression: FPK)
- (Scale to: 10x)

Kamen Rider: Climax Heroes OOO [JPN]
- (Developer: Eighting)
- (Version: 11)
- (Compression: FPK)
- (Scale to: 10x)
- (Additional notes: A few of the models have separate MDL0 pieces.)

Kamen Rider: Climax Heroes W [JPN]
- (Developer: Eighting)
- (Version: 11)
- (Compression: BIN -- Container)
- (Scale to: 1x!)

Kamen Rider: Dragon Knight
- (Developer: Eighting)
- (Version: 11)
- (Compression: BIN -- Container)
- (Scale to: 10x)
- (Additional notes: A few of the models have separate MDL0 pieces.)

Kamen Rider: Super Climax Heroes
- (Developer: Eighting)
- (Version: 11)
- (Compression: FPK)
- (Scale to: 10x)

Kirby's Epic Yarn
- (Developer: Good-Feel)
- (Version: 11)
- (Compression: GFA -- See QuickBMS scripts)
- (Scale to: ?x)

Kirby: Return to Dream Land
- (Developer: HAL Laboratories)
- (Version: 11)
- (Compression: NTCompress)
- (Scale to: ?x)

Klonoa
- (Developer: Paon)
- (Version: 11)
- (Compression: MDL -- Container)
- (Scale to: ?x)

Let's Tap!
- (Developer: Prope)
- (Version: 11)
- (Compression: Wii-LZSS)
- (Scale to: ?x)
- (Additional notes: Some of the model files won't decompress with the rest of 'em, despite being the same compression format. A memory dump would work for those..)

Mario and Sonic at the London 2012 Olympic Games
- (Developer: Sega)
- (Version: 11)
- (Compression: CPK and ARC Container)
- (Scale to: ?x)
- (Additional notes: This game's CPK [William.cpk] is weird. Use Noesis to unpack its contents.)

Mario and Sonic at the Olympic Winter Games
- (Developer: Sega)
- (Version: 11)
- (Compression: CPK)
- (Scale to: 1x to match Mario, 1.135x to match Sonic)
- (Additional notes: The mid/high-poly models have separate head/body MDL0s. Low-poly doesn't. Textures/material properties need to be modified to increase brightness, and they need an additional fix or else they will vanish if the centre of the stage is not visible.)

Mario Kart Wii
- (Developer: Nintendo EAD)
- (Version: 11)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: 0.1x to match Mario)

Mario Party 9
- (Developer: Nd Cube)
- (Version: 11)
- (Compression: NTCompress)
- (Scale to: ?x)

Mario Sports Mix
- (Developer: Square Enix)
- (Version: 11)
- (Compression: NTCompress)
- (Scale to: 10x to match Mario)
- (Additional notes: Polygons need an additional fix to show up in the BRRESViewer.)

Metroid: Other M
- (Developer: Nintendo SPD, Team Ninja)
- (Version: 11)
- (Compression: None)
- (Scale to: 11.25x to match Samus)
- (Additional notes: The files are inconspicuous -- here's three lists that might help. Also, textures won't show up properly for stages in BrawlBox.)

Mii Channel [BIOS]
- (Developer: Nintendo)
- (Version: ?)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Monster Hunter Tri
- (Developer: Capcom)
- (Version: 11)
- (Compression: None)
- (Scale to: ?x)
- (Additional notes: Textures won't show up properly for stages in BrawlBox.)

My Pokémon Ranch [WiiWare]
- (Developer: Ambrella)
- (Version: 11)
- (Compression: Unknown -- Memory dump required)
- (Scale to: 20x to match Pikachu... but they're all the same size anyway.)

Namco Museum Megamix
- (Developer: Namco Bandai)
- (Version: ?)
- (Compression: Unknown -- LZSS-based, won't emulate)
- (Scale to: ?x)

Naruto: Clash of Ninja Revolution [USA]
- (Developer: Eighting)
- (Version: 9)
- (Compression: FPK)
- (Scale to: 11x)

Naruto: Clash of Ninja Revolution 2 [USA]
- (Developer: Eighting)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Naruto Shippuden: Clash of Ninja Revolution 3 [USA]
- (Developer: Eighting)
- (Version: 11)
- (Compression: FPK)
- (Scale to: ?x)

Naruto Shippuden: Gekitou Ninja Taisen! EX [JPN]
- (Developer: Eighting)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Naruto Shippuden: Gekitou Ninja Taisen! EX 2 [JPN]
- (Developer: Eighting)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Naruto Shippuden: Gekitou Ninja Taisen! EX 3 [JPN]
- (Developer: Eighting)
- (Version: ?)
- (Compression: ?)
- (Scale to: 11x)

Naruto Shippuden: Gekitou Ninja Taisen! SP [JPN]
- (Developer: Eighting)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Naruto Shippuden: Dragon Blade Chronicles [USA] / Naruto Shippuden: Ryujinki [JPN]
- (Developer: Eighting)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

New Super Mario Bros. Wii
- (Developer: Nintendo EAD)
- (Version: 11)
- (Compression: ARC Container)
- (Scale to: 0.5x to match Mario)

NiGHTS: Journey of Dreams
- (Developer: Sonic Team)
- (Version: 10)
- (Compression: None)
- (Scale to: ?x)

Okami
- (Developer: Ready at Dawn, Tose)
- (Version: 10)
- (Compression: AFS)
- (Scale to: ?x)

Onechanbara: Bikini Zombie Slayers
- (Developer: Tamsoft)
- (Version: 11)
- (Compression: ?)
- (Scale to: ?x)

Pac-Man Party
- (Developer: Namco Bandai)
- (Version: 11)
- (Compression: ARC Container, but not the same as the rest)
- (Scale to: ?x)

Party Fun Pirate / Pop-Up Pirate [WiiWare]
- (Developer: Takara Tomy)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Penny Racers Party: Turbo-Q Speedway
- (Developer: Takara Tomy)
- (Version: 11)
- (Compression: None)
- (Scale to: ?x)
- (Additional notes: The models are rotated 180°.)

Pokémon Mystery Dungeon: Go For It! Light Adventure Squad! [JPN, WiiWare]
- (Developer: Chunsoft)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad! [JPN, WiiWare]
- (Developer: Chunsoft)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Pokémon Mystery Dungeon: Let's Go! Stormy Adventure Squad! [JPN, WiiWare]
- (Developer: Chunsoft)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Pokémon Rumble [WiiWare]
- (Developer: Ambrella)
- (Version: ?)
- (Compression: LZH8)
- (Scale to: ?x)

PokéPark Wii: Pikachu's Adventure
- (Developer: Nintendo)
- (Version: 11)
- (Compression: None and ARC Container and Wii-LZSS)
- (Scale to: 2.75x to match Pikachu, 1.33x-1.4x for everything else)
- (Additional info: List of Pokémon.)

PokéPark 2: Wonders Beyond [US] / PokéPark Wii 2: Beyond the World [JP]
- (Developer: Nintendo)
- (Version: 11)
- (Compression: None and ARC Container and Wii-LZSS)
- (Scale to: 2.75x to match Pikachu, 1.33x-1.4x for everything else)
- (Additional info: List of Pokémon.)

Puppy Luv
- (Developer: Game Mill)
- (Version: 9)
- (Compression: None)
- (Scale to: ?x)

Rainbow Islands: Towering Adventure [WiiWare]
- (Developer: Taito)
- (Version: ?)
- (Compression: None)
- (Scale to: ?x)

Resident Evil: Darkside Chronicles
- (Developer: Capcom, Cavia)
- (Version: ?)
- (Compression: ARC Container)
- (Scale to: ?x)

Resident Evil: Umbrella Chronicles
- (Developer: Capcom, Cavia)
- (Version: ?)
- (Compression: ARC Container)
- (Scale to: ?x)
- (Additional info: List of files.)

Samba de Amigo
- (Developer: Gearbox Software)
- (Version: 11)
- (Compression: None)
- (Scale to: 2.25x to match Sonic)

Samurai Warriors 3
- (Developer: Omega Force)
- (Version: 11)
- (Compression: BNS Container)
- (Scale to: ?x)
- (Additional info: I have NO idea what format the textures are...)

Sengoku Basara: Samurai Heroes [US] / Sengoku Basara 3 [JPN]
- (Developer: Capcom)
- (Version: ?)
- (Compression: FPK)
- (Scale to: ?x)

Simple Wii Series Vol. 6: The Wai Wai Combat [JPN]
- (Developer: D3)
- (Version: ?)
- (Compression: Unknown? Gonna need to check this again.)
- (Scale to: ?x)

Sin & Punishment: Star Successor
- (Developer: Treasure)
- (Version: 11)
- (Compression: ARC Container)
- (Scale to: ?x)

Sonic Colors [USA] / Sonic Colours [UK]
- (Developer: Sonic Team)
- (Version: 11)
- (Compression: CPK and ARC Container)
- (Scale to: 1.535x to match Sonic)
- (Additional info: The MDL0s need two an additional fixes -- one to make it work in-game, and they need an additional fix or else they will vanish if the centre of the stage is not visible)

Soul Eater: Monotone Princess
- (Developer: Square Enix)
- (Version: 11)
- (Compression: ?)
- (Scale to: ?x)

Space Invaders Get Even [WiiWare]
- (Developer: Taito)
- (Version: 10)
- (Compression: ?)
- (Scale to: ?x)

Spectrobes: Origins
- (Developer: Genki)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)
- (Additional info: The models are rotated 180°.)

Super Sentai Battle: Ranger Cross
- (Developer: Bandai Namco Gamesi)
- (Version: 11)
- (Compression: None)
- (Scale to: 1x!)

Super Smash Bros. Brawl
- (Developer: Sora, Game Arts)
- (Version: 9)
- (Compression: PAC and PCS)
- (Scale to: 1x!)

Suzumiya Haruhi no Gekidou [JPN]
- (Developer: Kadokawa Shoten)
- (Version: 11)
- (Compression: None)
- (Scale to: 1.1x-1.33x [characters] or 0.75x [items])
- (Additional info: The characters have separate MDL0s for their body, skirt, hair, left eye, right eye, mouth and eyebrows.)

Tales of Symphonia: Dawn of the New World
- (Developer: Namco Tales Studio)
- (Version: 11)
- (Compression: None)
- (Scale to: 1x?)
- (Additional info: They will not work properly in Brawl until the extra properties are deleted from specific bones.)

Tatsunoko vs. Capcom: Cross Generation of Heroes [JPN]
- (Developer: Eighting)
- (Version: 11)
- (Compression: FPK)
- (Scale to: 11x)

Tatsunoko vs. Capcom: Ultimate All-Stars
- (Developer: Eighting)
- (Version: 11)
- (Compression: FPK)
- (Scale to: 11x)

Teenage Mutant Ninja Turtles: Smash-Up
- (Developer: Game Arts)
- (Version: 11)
- (Compression: NTCompress)
- (Scale to: 1x!)
- (Additional notes: Polygons need an additional fix to show up in the BRRESViewer, and also Materials1's Unknown2 value needs to be "0".)

Tenchu: Shadow Assassins
- (Developer: Acquire)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Tetris Party [WiiWare]
- (Developer: Hudson Soft)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)
- (Additional notes: The Miis are the ONLY 3D things in the entire game.)

Tetris Party Deluxe
- (Developer: Hudson Soft)
- (Version: ?)
- (Compression: None)
- (Scale to: ?x)
- (Additional notes: The Miis are the ONLY 3D things in the entire game.)

The Legend of Zelda: Skyward Sword
- (Developer: Nintendo EAD)
- (Version: 11)
- (Compression: NTCompress and ARC Container)
- (Scale to: ?x)

Top Spin 3
- (Developer: PAM Development)
- (Version: 9)
- (Compression: None)
- (Scale to: ?x)

Toshinden
- (Developer: DreamFactory)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Trackmania: Build to Race [US] / Trackmania Wii [EUR]
- (Developer: City Interactive)
- (Version: 11)
- (Compression: ZIP)
- (Scale to: ?x)
- (Additional info: Textures are stored separately from the models.)

Trauma Center: New Blood
- (Developer: Atlus)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Trauma Center: Second Opinion
- (Developer: Atlus)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Valhalla Knights: Eldar Saga
- (Developer: K2 LLC)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Wario Land: Shake It [US] / Wario Land: The Shake Dimension [EUR]
- (Developer: Good-Feel)
- (Version: ?)
- (Compression: GFA -- See QuickBMS scripts)
- (Scale to: ?x)

Wario Ware: Smooth Moves
- (Developer: Nintendo SPD)
- (Version: 8)
- (Compression: None and LZ77)
- (Scale to: ?x)

Wii Fit
- (Developer: Nintendo EAD)
- (Version: ?)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Wii Fit Plus
- (Developer: Nintendo EAD)
- (Version: ?)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Wii Music
- (Developer: Nintendo EAD)
- (Version: 11)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Wii Party
- (Developer: Nd Cube)
- (Version: ?)
- (Compression: Wii-LZSS)
- (Scale to: ?x)

Wii Play
- (Developer: Nintendo EAD)
- (Version: 8)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Wii Play: Motion
- (Developer: Nintendo EAD)
- (Version: 11)
- (Compression: Wii-LZSS and ARC Container)
- (Scale to: ?x)

Wii Shop Channel [BIOS]
- (Developer: Nintendo)
- (Version: ?)
- (Compression: ?)
- (Scale to: ?x)

Wii Sports
- (Developer: Nintendo EAD)
- (Version: 9)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Wii Sports Resort
- (Developer: Nintendo EAD)
- (Version: ?)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Xenoblade Chronicles
- (Developer: Monolith Soft)
- (Version: ?)
- (Compression: Unique, None and ARC Container -- See QuickBMS scripts)
- (Scale to: ?x)

Yu-Gi-Oh! 5D's Duel Transer
- (Developer: Konami)
- (Version: 11)
- (Compression: Wii-LZSS)
- (Scale to: ?x)

Yu-Gi-Oh! 5D's Wheelie Breakers
- (Developer: Konami)
- (Version: 11)
- (Compression: YAZ0/SZS and ARC Container)
- (Scale to: ?x)

Zack & Wiki: Quest for Barbaros' Treasure
- (Developer: Capcom)
- (Version: 10)
- (Compression: None)
- (Scale to: ?x)


List of known games that probably don't have MDL0 files:

Bleach: Shattered Blade (*.ACT, *.AI, *.SMS)
Final Fantasy Crystal Chronicles: Echoes of Time (Unfamiliar file formats)
Harvest Moon: Animal Parade (*.CMP)
Harvest Moon: Magical Melody (*.CDT)
LostWinds [WiiWare]
MadWorld (*.DAT w/ cryptic names)
NyxQuest [WiiWare]
Rune Factory Frontier (*.MOD)
Sega Superstars Tennis (Everything is in one PAC file)
Silent Hill: Shattered Memories (DATA.ARC/IGC.ARC)
Sonic and Sega All-Stars Racing (*.SIF/*.SIG)
Super Paper Mario (*.DATA)
Super Robot Wars NEO
Tales of Graces (Can't find any model files)


List of known games that DO NOT have MDL0 files:

3D Pixel Racing (*.SMD)
A Boy and His Blob (Obviously, the game's 2D!)
Bleach: Shattered Blade
Boom Blox
Bomberman Land
Bully: Scholarship Edition (*.MXD)
Call of Duty: Black Ops (*.FF, *.PAK)
Cartoon Network Punch Time Explosion XL (*.WII)
Code Lyoko: Quest for Infinity (*.GCN, *.CP2 and *.PC files)
Crash of the Titans (*.P3D)
Daikaijuu Battle Ultraman Colosseum DX
Dance Dance Revolution: Disney Grooves
Dead Space: Extraction (Unfamiliar file formats)
De Blob
De Blob 2
Donkey Kong Barrel Blast (*.DAT)
Donkey Kong Country Returns (*.PAK)
Dr. Mario Online Rx
Dragon Ball Z: Budokai Tenkaichi 2
Dragon Ball Z: Budokai Tenkaichi 3
Endless Ocean (GAME.DAT, no trace of MDL0 or BRRES in that file.)
Endless Ocean: Blue World (GAME.DAT, no trace of MDL0 or BRRES in that file.)
ExciteBots
ExciteTruck
Final Fantasy Crystal Chronicles: The Crystal Bearers
Godzilla: Unleashed (*.BDG)
Goldeneye (*.000, *.BIN)
Guitar Hero: Aerosmith (*.NGC)
Indiana Jones and the Staff of Dreams (*.WII)
Kororinpa: Marble Mania
Kororinpa: Marble Saga
Kung-Fu Panda (*.APK/*.LXB)
Kung-Fu Panda: Legendary Warriors (*.SBK/*.WII)
Mahou Sensei Negima!? Neo-Pactio Fight!!
Mario and Sonic at the Olympic Games (CDDATA.DIG)
Mario Party 8
Mario Super Sluggers
Marvel Super Hero Squad (*.TRB)
Metroid Prime 3: Corruption (*.PAK)
Nicktoons: Globs of Doom (*.TRB)
No More Heroes
No More Heroes 2: Desperate Struggle (GCT0?)
One Piece: Unlimited Adventure (*.AAR)
One Piece: Unlimited Cruise Episode 1 (*.AAR)
One Piece: Unlimited Cruise Episode 2 (*.AAR)
Phantom Brave: We Meet Again
Pikmin 2 (*.SZS/*.BDL?)
Pirates vs Ninjas Dodgeball
Pokémon Battle Revolution (*.FSYS)
Pro Evolution Soccer 2011
Punch-Out!! (*.DATA)
Rayman: Raving Rabbids: TV Party
Rock Band
Sam & Max: Season One (*.TTARCH)
SD Gundam G Generation World (2D game, *.CPK/*.ZIP)
Sonic and the Black Knight (*.ONE)
Sonic and the Secret Rings (*.ONE)
Sonic Riders: Zero Gravity (*.CVMH)
Sonic Unleashed (*.ONZ)
Soul Calibur Legends (*.TOM/*.FIM)
Star Wars: The Force Unleashed
Strong Bad's Cool Game For Attractive People [WiiWare]
Super Monkey Ball: Banana Blitz
Super Monkey Ball: Step and Roll
Super Mario Galaxy (*.BDL)
Super Mario Galaxy 2 (*.BDL)
Suzumiya Haruhi no Heiretsu
Tales of Graces
Tales of Monkey Island [WiiWare]
The Last Story (.PFS, .PK, .PKH. .Shader)
The Legend of Spyro (*.KRV)
The Legend of Zelda: Twilight Princess (*.BMD)
The House of the Dead 2 & 3: Return (*.AFS, but unknown model format)
The House of the Dead: Overkill (*.REV)
Toy Story Mania (*.WII)
Zero: Tsukihami no Kamen / "Fatal Frame 4: Mask of the Lunar Eclipse" (*.RSL)


So far, it seems that mostly all games with MDL0s are from Japanese developers, so but there have been a few exceptions to this case which have been noticed recently. That' doesn't mean that every American/European game will have MDL0s! Also...
Any Virtual Console or Non-Wii game will NOT have MDL0s.
MDL0 is a format that Nintendo developed for the Wii (and DS, but it's not quite the same), so games on any other system will NOT have them, this includes ones from older consoles on the Wii's VC.
 

piggybank67

Smash Journeyman
Joined
Dec 29, 2009
Messages
294
This is just a list please request the links from the rippers!
OTHER GAMES MODEL LIST
We've been able to hex edit models in order to preview them in brawlbox
alot of the models u will have to uncheck polygons and textures to see the full color / high quality model
these are all the ones with dl links
P.S. when i get the full pack of all the characters that work ill upload
ill also get a list of all the characters from the games
here's a list of characters we've succesfully edited:

Naruto EX3 pack (all the characters previewable):
Characters:
Naruto (non-fox)
Naruto Fox
Sasuke
Sakura
Sai
Shikamaru
Kakashi
Asuma
Yamato
Guy
Lee
Tenten
Neji
Hinata
Kiba
Shino
Jiraya
Tsunade
Chouji
Gaara
Temari
Kankuro
Deidara
Itachi
Kisame
Sasori
Hiruko
Kabuto
Orochimaru
Young Naruto
Young Sasuke
Kurenai
Hidan
Kakazu
ripped by: piggybank67

Tatsunoko vs Capcom:
Characters:
Zero:
Megaman:
Viewtiful Joe:
ripped by: RandomTBush

PokéPark Wii: Pikachu no Daibouken Pack:(not hexed):
Characters:
Blaziken:
Dusknoir:
Absol
Blastoise
Darkrai
Gengar
Grardos
Umbreon
Salamance
Flareon
Blaziken
Abra
Deoxys (Original form)
Eevee
Espeon
Scizzor
Geodude
Hitmontop
Treeko
Magikarp
Shinx
Mawile
Leafreon
Lapras
Mweoth
Wailord
Pichu
PorygonZ
Aradactyl
Raichu
Rotom (All 6 forms)
Hitmonlee
Shaymin Grass and Skye Form
Caeporeon
Scyther
Jolteon
Sudowoodo
Sayblye
Duskull
ripped by: n64billy

Soul Eater Monotone Princess:
Death The Kid:

ripped by: ds22
 

thanyou

Smash Journeyman
Joined
Mar 8, 2009
Messages
371
Location
CA
I hate to turn this into a hype thread, but I'm just so excited about this >_<

Gj on everything you two have done so far, I'm sure you'll find out how to get them to work :D
 

luigiman1928

Smash Ace
Joined
Feb 1, 2008
Messages
648
You should put in the Op. "This works with stages too!"



@Piggy: WiiScrubber is your friend. If you have the ISO for the Game that is.....
 

Wiimote

Smash Cadet
Joined
Feb 23, 2008
Messages
38
Location
Pennsylvania, U.S.A.
Hmmm, well I quickly put together a stage using ( a shrunken) Moonview Highway's model from MKWii. However, after fixing things I thought I might's done wrong, I end up getting that BEEEEEEEEEEEEEEEEEEEP of failure.

I was able to replace the waiting room model with Moonview in BrawlBox with no problems, and there are no bugs regarding BrawlBox. It just won't work in Brawl itself.

Ahhh, apparently models still don't work in Brawl itself. My bad. >.>
 

NeonTogepi

Smash Journeyman
Joined
Apr 5, 2009
Messages
309
Add to the list that some Dragon Ball game should work, as it has mdl0s i believe.

I want to look into gamecube games....do they use mdl0s or...?
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
This was really pushing the legal envelope when it was in the BrawlBox Creations thread. But its own thread is promoting it too much. I'm not exactly sure what BionicSonic will do about this but let's hope it's just lock/delete the thread and not ban the creation/posting of the MDL0s. :/
 

piggybank67

Smash Journeyman
Joined
Dec 29, 2009
Messages
294
I took a look, and it seems like the output BRRES had a lot of bytes in between "80" and "9F" inexplicably changed to "3F', which buggered a lot of things (such as string offsets) up.
thanks alot i've tried various txt reader programs and they all suck this is the best one i could find
ill look into it

@luigi
are the files directly there?
because i see the pokemon folder but it says Res01.dan
 

NeonTogepi

Smash Journeyman
Joined
Apr 5, 2009
Messages
309
This was really pushing the legal envelope when it was in the BrawlBox Creations thread. But its own thread is promoting it too much. I'm not exactly sure what BionicSonic will do about this but let's hope it's just lock/delete the thread and not ban the creation/posting of the MDL0s. :/
No one post mdl0s and it should stay.

As a quick note, I believe most 3D DS games also use a variant on the mld0 file.
Likely true. NSMBWii uses a slightly modded NSMB engine, so this is very possible.
 

brawlshifter

Smash Lord
Joined
Oct 8, 2009
Messages
1,195
Location
If you look at this, you're a stalker: NorCal
Add to the list that some Dragon Ball game should work, as it has mdl0s i believe.

I want to look into gamecube games....do they use mdl0s or...?
I'm sure they don't.

This was really pushing the legal envelope when it was in the BrawlBox Creations thread. But its own thread is promoting it too much. I'm not exactly sure what BionicSonic will do about this but let's hope it's just lock/delete the thread and not ban the creation/posting of the MDL0s. :/
Let's hope this thread doesn't get locked at all. Also, Bionic said he would look into if this is okay or not, and he never came back saying it wasn't, so...

@RandomTBush: For the models that aren't in MDL0 format, are you converting them to .DAE format before trying to convert them to MDL0, or are you just converting them from their original format?
 

Zeruel21

Smash Journeyman
Joined
Jun 8, 2009
Messages
229
Location
Bellevue, WA
While I was researching the files of games, I found many DS games use MDL0 like MPH and NSMB. Of course, I don't think anyone would want to use them.
 

RandomTBush

Smash Ace
Joined
Aug 10, 2009
Messages
889
Location
Donut Plains
This was really pushing the legal envelope when it was in the BrawlBox Creations thread. But its own thread is promoting it too much. I'm not exactly sure what BionicSonic will do about this but let's hope it's just lock/delete the thread and not ban the creation/posting of the MDL0s. :/
I'm not asking anyone to post any MDL0's here. I should probably edit the first post to mention that. :x

Let's hope this thread doesn't get locked at all. Also, Bionic said he would look into if this is okay or not, and he never came back saying it wasn't, so...

@RandomTBush: For the models that aren't in MDL0 format, are you converting them to .DAE format before trying to convert them to MDL0, or are you just converting them from their original format?
Yeah. So, please refrain from posting any MDL0 files until it's decided whether they're allowed or not.

And as for the DAE conversion, as I mentioned in the Creation/Showcase topic, I found out a way to get props able to be converted from MDL0 to DAE, but not rigged models yet (the method doesn't seem to work for that). I haven't gotten around to figuring that out yet, because I've been trying other things.
 

piggybank67

Smash Journeyman
Joined
Dec 29, 2009
Messages
294
not just to rant on here but im having a really FREAKING hard time finding out why it adds those frikin 3F's
if anyone that knows java has a good txt file reader please SEND!

EDIT: ok so i found out that the problem is eclipse
and that it is unable to "see" certain characters therefore it spits out them as ?
resulting in the 3F's
im not sure if this is going to work with all models but im going to get it working with 1
so im just going to replace all the ?'s from a certain place to a certain place before the mass 3F's and see if that works
2morrow :p
 

brawlshifter

Smash Lord
Joined
Oct 8, 2009
Messages
1,195
Location
If you look at this, you're a stalker: NorCal
Really? Melee's textures are a similar file, I wouldn't be surprised if mdl0s were very similar to gamecube models.
Similar, but they are not the same.

And as for the DAE conversion, as I mentioned in the Creation/Showcase topic, I found out a way to get props able to be converted from MDL0 to DAE, but not rigged models yet (the method doesn't seem to work for that). I haven't gotten around to figuring that out yet, because I've been trying other things.
We already have a few MDL0 to DAE converters, we just need to get them back to MDL0. The reason I ask is because I want to look into converting models from PS3 games to DAE or a similar format, so if you can get DAE to convert to MDL0, then we'll be able to have models from other games besides Nintendo.

Good luck on any of your projects, though.
 
D

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Isatis

If specified, this will repl[0x00000000]ce the
Premium
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Messages
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Location
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NNID
reverite
This was really pushing the legal envelope when it was in the BrawlBox Creations thread. But its own thread is promoting it too much. I'm not exactly sure what BionicSonic will do about this but let's hope it's just lock/delete the thread and not ban the creation/posting of the MDL0s. :/
Let's hope this thread doesn't get locked at all. Also, Bionic said he would look into if this is okay or not, and he never came back saying it wasn't, so...
I still haven't heard back from the top admin (JV, and he is a busy guy, so I'd still wait lol), I'm just the middle-man in all of this :p
 

Baro

Smash Journeyman
Joined
Dec 7, 2008
Messages
461
Location
LOLhio
not just Naruto EX3 has MDL0s. don't forget Revolution 2 or Revolution 3. I'm just mentioning those since Rev2 has lots of young versions and Rev3 has some files hidden in the data that EX3 doesn't.
 

Isatis

If specified, this will repl[0x00000000]ce the
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reverite
No, there's too many stickies as is, I don't want everything to get cluttered again.
 

shock44

Smash Journeyman
Joined
Nov 29, 2007
Messages
348
Klonoa and Nights both have MDL0s
I tried hexing that p12.mdl and it would just show up as a folder named R and 2 "?" files. I think I might be doing something wrong. But I took out the right parts that TBush's guide said to. I even tried changing that one part to make the bottom match the top one.
 

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,662
Location
Rotterdam, The Netherlands
I tried hexing that p12.mdl and it would just show up as a folder named R and 2 "?" files. I think I might be doing something wrong. But I took out the right parts that TBush's guide said to. I even tried changing that one part to make the bottom match the top one.
The top one has to match the bottom one, not the other way around.
 

shock44

Smash Journeyman
Joined
Nov 29, 2007
Messages
348
Personal Message me it. I think we can still post images of the MDL0's though.
I'll send you the file when I get home then. I'll send you the Japanese mdls first. If those don't work for ya then I'll give you the english ones. I'll be home in about 2 hours.
 

luigiman1928

Smash Ace
Joined
Feb 1, 2008
Messages
648
Funny yet important discovery. Kolona's mdl files are actually just BRRES files named differently.
 

Smash Bro

Smash Journeyman
Joined
Feb 28, 2009
Messages
365
Location
Finishing school in Rustboro City
So, I tried exporting the PPark Blaziken model and replacing it with C.Falcon. I renamed some of the bones--y'know, the ones like TopN and HipN, just to see how each move would basically look-- and it saved fine. I loaded it onto Brawl, and nothing had changed. C.Falcon's model was still there. When I re-loaded the file in BBox, the model is completely white and the textures don't apply.

??????? I think it has to do with the textures...
 

ds22

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Messages
1,662
Location
Rotterdam, The Netherlands
Funny yet important discovery. Kolona's mdl files are actually just BRRES files named differently.
Interesting.
In how far is this info related to the previewing problem with Klonoa models?

So, I tried exporting the PPark Blaziken model and replacing it with C.Falcon. I renamed some of the bones--y'know, the ones like TopN and HipN, just to see how each move would basically look-- and it saved fine. I loaded it onto Brawl, and nothing had changed. C.Falcon's model was still there. When I re-loaded the file in BBox, the model is completely white and the textures don't apply.

??????? I think it has to do with the textures...
Can you post pictures of what you did plz?
 

shock44

Smash Journeyman
Joined
Nov 29, 2007
Messages
348
Funny yet important discovery. Kolona's mdl files are actually just BRRES files named differently.
I figured that since when I tried to rip them with ais I got a log.txt that told me that it detected .BRRES format.
 

Smash Bro

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Joined
Feb 28, 2009
Messages
365
Location
Finishing school in Rustboro City
Can you post pictures of what you did plz?
Alright. First, I exported the Blaziken MDL0 and its textures from its PPark Wii .brres file.


Then, I replaced C.Falcon's model and textures with them.


I saved it and loaded it onto Brawl, but C.Falcon's normal model and textures were normal; no change whatsoever. I went back to check the file in BBox, and it looked like this:
 

piggybank67

Smash Journeyman
Joined
Dec 29, 2009
Messages
294
did u try putting the white model back in game?

and im still struggling with that bug in my program
 
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