07-19-2015, 03:24 PM
07-23-2015, 04:27 AM
(07-19-2015, 03:24 PM)ItsHelias94 Wrote: [ -> ]TexConv2 can't converted .normal gtx textures from M & S Sochi. Any solution?Hmm, could you send me some examples to poke at? Are they just lying around as GTXes or did you extract them from a BFRES? (because I've seen them do both)
07-24-2015, 08:23 AM
(07-23-2015, 04:27 AM)NWPlayer123 Wrote: [ -> ](07-19-2015, 03:24 PM)ItsHelias94 Wrote: [ -> ]TexConv2 can't converted .normal gtx textures from M & S Sochi. Any solution?Hmm, could you send me some examples to poke at? Are they just lying around as GTXes or did you extract them from a BFRES? (because I've seen them do both)
Sure.
I extracted bfres file and converted gtx by TexConv2.
Here's the problem :
09-03-2015, 12:37 PM
(09-03-2015, 11:41 AM)sheep236 Wrote: [ -> ]Whenever I run the 3ds max script and choose a .bfres file, a window pops up saying "--Runtime error: group () requires a node or node collection, got: undefined" and the file doesn't open. Any help with that? (btw, I'm using 3ds max 2016).
2016 is out already? Maybe I can try to see if I can import your BFRES file in 2015...
(*doesn't know much about MaxScript, and tries to help as far as I can, which isn't much*)
09-22-2015, 06:04 PM
Is anyone capable of making this script work with Blender? I'm absolutely desperate to get into these BFRES files but 3DS Max is way to laggy on my computer.
09-22-2015, 06:11 PM
That's a MAXScript working only in 3ds Max. You would have to completely rewrite it in a Blender Python script (something I'm not totally uninterested in).
09-23-2015, 07:24 AM
(07-24-2015, 08:23 AM)ItsHelias94 Wrote: [ -> ](07-23-2015, 04:27 AM)NWPlayer123 Wrote: [ -> ](07-19-2015, 03:24 PM)ItsHelias94 Wrote: [ -> ]TexConv2 can't converted .normal gtx textures from M & S Sochi. Any solution?Hmm, could you send me some examples to poke at? Are they just lying around as GTXes or did you extract them from a BFRES? (because I've seen them do both)
Sure.
I extracted bfres file and converted gtx by TexConv2.
Here's the problem :
TexConv2 works with your 2files for me
what you should do is:
1) TexConv2.exe -i /pathtofile/sdr000d_m01_o_criff01_nrm.gtx -f GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM -o /pathtofile/sdr000d_m01_o_criff01_nrm-repaired.gtx
2) TexConv2.exe -i /pathtofile/sdr000d_m01_o_criff01_nrm-repaired.gtx -o /pathtofile/sdr000d_m01_o_criff01_nrm-repaired.dds
09-23-2015, 02:16 PM
(09-23-2015, 07:24 AM)Dial Wrote: [ -> ]This is cool! I didn't even know about that! Thanks!(07-24-2015, 08:23 AM)ItsHelias94 Wrote: [ -> ](07-23-2015, 04:27 AM)NWPlayer123 Wrote: [ -> ]Hmm, could you send me some examples to poke at? Are they just lying around as GTXes or did you extract them from a BFRES? (because I've seen them do both)
Sure.
I extracted bfres file and converted gtx by TexConv2.
Here's the problem :
TexConv2 works with your 2files for me
what you should do is:
1) TexConv2.exe -i /pathtofile/sdr000d_m01_o_criff01_nrm.gtx -f GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM -o /pathtofile/sdr000d_m01_o_criff01_nrm-repaired.gtx
2) TexConv2.exe -i /pathtofile/sdr000d_m01_o_criff01_nrm-repaired.gtx -o /pathtofile/sdr000d_m01_o_criff01_nrm-repaired.dds
09-23-2015, 03:00 PM
Yeah, for whatever reason TexConv2.exe doesn't convert the "ATI2" (a DXT-based texture with only red and green channels) textures like those normal maps correctly unless you pre-convert it to RGBA (the "lossless" conversion), then it appears just fine. I have no idea why that is.
10-18-2015, 02:47 PM
I know its WIP, but I noticed some redundant case's while roughly translating the script into Blender python (to learn from how you import them).
Mostly, when checking for the bone version number, lines 493 to 554 are redundant copies from 431 to 492 (lines approx. as I formatted around a little); both check for verNum == 0, is it a copy paste bug or a wrong version check?
There were also one or two vertex data format blocks redundant, and I just want to make sure it's not an error =3
Sadly, I didn't get there yet and forgot the lines, but I'll tell you if I get there =3
Mostly, when checking for the bone version number, lines 493 to 554 are redundant copies from 431 to 492 (lines approx. as I formatted around a little); both check for verNum == 0, is it a copy paste bug or a wrong version check?
There were also one or two vertex data format blocks redundant, and I just want to make sure it's not an error =3
Sadly, I didn't get there yet and forgot the lines, but I'll tell you if I get there =3
10-18-2015, 03:06 PM
The script is mostly an interpretation of http://mk8.tockdom.com/wiki/FMDL_(File_Format)
10-18-2015, 03:13 PM
I know about that.
The page seems outdated and doesn't even specify other bone formats, and only one. That's why this MaxScript is so valuable, containing much more formats not documented there (also about vertex data formats) =3
But the redundant version check I mentioned seems to be a copy paste bug, yet, functionality is not affected because of it.
The page seems outdated and doesn't even specify other bone formats, and only one. That's why this MaxScript is so valuable, containing much more formats not documented there (also about vertex data formats) =3
But the redundant version check I mentioned seems to be a copy paste bug, yet, functionality is not affected because of it.
10-29-2015, 06:38 AM
We could implement shader for the BFRES Ripper with the BFSHA Files.
I have found in the files there are an AGL Library uses OpenGl for shaders and the Latte Graphics (modified https://nintendoculture.wordpress.com/20...e6760-gpu/ , http://www.techpowerup.com/gpudb/1903/wii-u-gpu.html) don't support DirectX so he probably use Opengl for rendering with this library.
(file agl_resource_cafe.sharcfb could use this : https://github.com/philiphubbard/Agl and Sharc Archive of shaders : https://github.com/pinkwerks/maya/blob/m...s/sharc.py)
There are 24 shaders used (RenderAlbedo, RenderFinFur, RenderMaterialIce,RenderMaterialWater ...)
I have found some references in the renders (in a hexadecimal editor) of shader words (Albedo for main texture, alpha_mask, shape, MainTextureOffset and MainTextureScale, EmissionType, SpecularType, DiffuseColor ,NormalMap ,Refraction ...)
This could help for shader support ... but is possible that thre is mistakes
EDIT : I have found also the AGL Library is used also for FX, Lights and Shadows.
I have found in the files there are an AGL Library uses OpenGl for shaders and the Latte Graphics (modified https://nintendoculture.wordpress.com/20...e6760-gpu/ , http://www.techpowerup.com/gpudb/1903/wii-u-gpu.html) don't support DirectX so he probably use Opengl for rendering with this library.
(file agl_resource_cafe.sharcfb could use this : https://github.com/philiphubbard/Agl and Sharc Archive of shaders : https://github.com/pinkwerks/maya/blob/m...s/sharc.py)
There are 24 shaders used (RenderAlbedo, RenderFinFur, RenderMaterialIce,RenderMaterialWater ...)
I have found some references in the renders (in a hexadecimal editor) of shader words (Albedo for main texture, alpha_mask, shape, MainTextureOffset and MainTextureScale, EmissionType, SpecularType, DiffuseColor ,NormalMap ,Refraction ...)
This could help for shader support ... but is possible that thre is mistakes
EDIT : I have found also the AGL Library is used also for FX, Lights and Shadows.
10-29-2015, 01:42 PM
(10-29-2015, 06:38 AM)iyenal Wrote: [ -> ]We could implement shader for the BFRES Ripper with the BFSHA Files.
I have found in the files there are an AGL Library uses OpenGl for shaders and the Latte Graphics (modified https://nintendoculture.wordpress.com/20...e6760-gpu/ , http://www.techpowerup.com/gpudb/1903/wii-u-gpu.html) don't support DirectX so he probably use Opengl for rendering with this library.
(file agl_resource_cafe.sharcfb could use this : https://github.com/philiphubbard/Agl and Sharc Archive of shaders : https://github.com/pinkwerks/maya/blob/m...s/sharc.py)
There are 24 shaders used (RenderAlbedo, RenderFinFur, RenderMaterialIce,RenderMaterialWater ...)
I have found some references in the renders (in a hexadecimal editor) of shader words (Albedo for main texture, alpha_mask, shape, MainTextureOffset and MainTextureScale, EmissionType, SpecularType, DiffuseColor ,NormalMap ,Refraction ...)
This could help for shader support ... but is possible that thre is mistakes
I'll be honest in saying I only understood half of this, but amazing research! I hope Ray Koopa can implement this.
11-18-2015, 09:19 AM
If only this could be used to rip mii models from the wii u...
Still I am exited to use this, hopefully I will be using this very soon!
Still I am exited to use this, hopefully I will be using this very soon!