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RPCS3 rip tutorial. GLTF2 output

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RPCS3 rip tutorial. GLTF2 output
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DESCRIPTION

Today, for educational purposes, we will rip the game Drakengard 3 from PS3.

First, lets rip the game in preshader (aka t-pose/local space) mode by setting bPreShader = "true" in the "vk_config.xml" file.

After ripping the scene open the mesh.gltf file in a text editor( i prefer Notepad++)

You can see the exact attributes names, where "in_tc0" is the exact UV name. We can use it in Runtime Config( or set force_texcoord_id_string = "in_tc0" in vk_config.xml) to automate UVs.

In rip we should remove all "unnecessary" meshes on the way to your favorite character which is located in the center

Right textures can be selected in glTF material variants tab. To produce normals merge mesh vertices and use auto smooth.

Let's move on to the post shader mode (aka World space). Set back bPreShader = "false" in vk_config.xml. Restart game. Rip scene.

To unproject properly we have to replace the static (no joints) mesh with sphere (house mesh 0xfb249de8 in the screenshot) than pick projection matrix from log. To do this, write the identifier of the mesh’s shader in vk_config.xml:

sphere_replace_for_vs_crc = "0xfb249de8" Then restart the emulator and the game, and rip again.

Insert the inverse projection matrix from the log into the Runtime Config menu and rip. To automate UVs, you can use the same trick and set force_texcoord_id_string = "tc0"

To set up proper textures, use the ‘glTF Material Variants’ tab. Select the texture with the same mesh ID prefix and click ‘Display Variant’

next shaded by flyingsaucer@discord

VulkanRipper PATREON 31 favs
VIEWS1
FILES13 files
POSTEDDec 3, 2025
ARCHIVEDDec 3, 2025