Got a new model importing script that I'm planning on releasing soon, as soon as I've figured out if it's possible to extract proper filenames for everything.
(09-05-2017, 07:47 PM)KillzXGaming Wrote: [ -> ]My friend also might've messaged you on this, i was wondering if you could display the float values in the debug output in max of the material gsys_bake_st0 and also gsys_bake_st01 that Mario Kart 8 uses. This controls the tile scale and the transformation offsets and may be very useful knowing the placement of these. The game basically has 2 bake maps, one for shadows and another for a vertex color like effect controlling bits of shading on walls, and lighting being emitted and other effects.
For specifics in case you want to know.
First float = U scale
Second float= V scale
Third float= U offset
Fourth float = V offset
I don't need to have the UVs set in the right position for now, just the values in the output log.
Hm, I'll see what I can do about adding that to the next revision of the script.
is.. is that world of final fantasy vita version? :v
(09-09-2017, 04:30 PM)Demonslayerx8 Wrote: [ -> ]is.. is that world of final fantasy vita version? :v
Yep. I'm sure the PS4 version would be the same format, but I obviously can't verify that yet. But yeah, figured I'd write an importer for it since the model format seemed pretty straightforward (that, and I needed to take a break from the frustrations that the Telltale and XFBIN scripts are causing me).
I'm having a wee bit of trouble importing textures to one dumped Splatoon 2 model. Are the .dds files suppose to be viewable on a photo viewer? I ask because none of them would display without using Noesis. Even when using Noesis, 3 of 7 files appear completely white.
If it helps, the model I'm using is Enm_CoopSalmonBagman.Nin.NX_NVM which is the model for the Snatcher. I tried importing the graphics absolute, relative, and sub and using the BNTX script which results with no textures or usable dds files.
Is there anything about extracting Switch BFWAV files? I've been trying to get the Voices from the BARS files and they all are in BFWAV format
I could convert the file and have kinda good and distorted audio playing with swapping out header to FSTM
(09-09-2017, 11:50 PM)AlanToshi Wrote: [ -> ]I'm having a wee bit of trouble importing textures to one dumped Splatoon 2 model. Are the .dds files suppose to be viewable on a photo viewer? I ask because none of them would display without using Noesis. Even when using Noesis, 3 of 7 files appear completely white.
If it helps, the model I'm using is Enm_CoopSalmonBagman.Nin.NX_NVM which is the model for the Snatcher. I tried importing the graphics absolute, relative, and sub and using the BNTX script which results with no textures or usable dds files.
You should use Intel Texture Works plugin for Photoshop, works the best for me + normal maps extract better and Noesis extracts them badly
(09-09-2017, 11:50 PM)AlanToshi Wrote: [ -> ]I'm having a wee bit of trouble importing textures to one dumped Splatoon 2 model. Are the .dds files suppose to be viewable on a photo viewer? I ask because none of them would display without using Noesis. Even when using Noesis, 3 of 7 files appear completely white.
If it helps, the model I'm using is Enm_CoopSalmonBagman.Nin.NX_NVM which is the model for the Snatcher. I tried importing the graphics absolute, relative, and sub and using the BNTX script which results with no textures or usable dds files.
That's just the way DX10-based DDS files are. Only newer programs and anything that supports the Intel TextureWorks stuff (plus Noesis) can support it, there's not really anything I can do about that.
(09-11-2017, 03:50 PM)Kristiqn5 Wrote: [ -> ]Is there anything about extracting Switch BFWAV files? I've been trying to get the Voices from the BARS files and they all are in BFWAV format
I could convert the file and have kinda good and distorted audio playing with swapping out header to FSTM
1. Use the "Wii U / Nintendo Switch - BARS Extractor" script I have linked in the first post to unpack those.
2. Use the most recent version of VGMStream, it has proper support for 'em.
(09-11-2017, 04:05 PM)Random Talking Bush Wrote: [ -> ] (09-09-2017, 11:50 PM)AlanToshi Wrote: [ -> ]I'm having a wee bit of trouble importing textures to one dumped Splatoon 2 model. Are the .dds files suppose to be viewable on a photo viewer? I ask because none of them would display without using Noesis. Even when using Noesis, 3 of 7 files appear completely white.
If it helps, the model I'm using is Enm_CoopSalmonBagman.Nin.NX_NVM which is the model for the Snatcher. I tried importing the graphics absolute, relative, and sub and using the BNTX script which results with no textures or usable dds files.
That's just the way DX10-based DDS files are. Only newer programs and anything that supports the Intel TextureWorks stuff (plus Noesis) can support it, there's not really anything I can do about that.
Intel TextureWorks was all I needed, and now the model exported along with the textures just fine. Thanks!
hey, new user here. how do u find the RomFS or I.Storage file for the RomFS explorer? Do u have to put in a micro sd card? sorry I have no clue whatsoever.
(09-08-2017, 01:58 PM)Random Talking Bush Wrote: [ -> ]Got a new model importing script that I'm planning on releasing soon, as soon as I've figured out if it's possible to extract proper filenames for everything.
(09-05-2017, 07:47 PM)KillzXGaming Wrote: [ -> ]My friend also might've messaged you on this, i was wondering if you could display the float values in the debug output in max of the material gsys_bake_st0 and also gsys_bake_st01 that Mario Kart 8 uses. This controls the tile scale and the transformation offsets and may be very useful knowing the placement of these. The game basically has 2 bake maps, one for shadows and another for a vertex color like effect controlling bits of shading on walls, and lighting being emitted and other effects.
For specifics in case you want to know.
First float = U scale
Second float= V scale
Third float= U offset
Fourth float = V offset
I don't need to have the UVs set in the right position for now, just the values in the output log.
Hm, I'll see what I can do about adding that to the next revision of the script.
hello im new i recently downloaded a ssbm pichu model and it doesnt show the yellow color and textures and i would know the reason why this happens shall i extract the file since i open it from winrar
(09-24-2017, 07:26 PM)boi Wrote: [ -> ]hello im new i recently downloaded a ssbm pichu model and it doesnt show the yellow color and textures and i would know the reason why this happens shall i extract the file since i open it from winrar
Can't help you with that, because it's not my model upload in the first place, and this isn't the place to ask about things like that.
(09-24-2017, 03:29 PM)papa_crompton Wrote: [ -> ]hey, new user here. how do u find the RomFS or I.Storage file for the RomFS explorer? Do u have to put in a micro sd card? sorry I have no clue whatsoever.
Again, not the place to ask. You'll just have to do some searching online, it's been answered plenty of times already.
(08-15-2017, 08:48 PM)Random Talking Bush Wrote: [ -> ] (08-15-2017, 01:10 AM)quetzalcoatil Wrote: [ -> ]Hey RTB,
I'm not sure if it's my setup or what, but I have an issue in my max -> maya pipeline using the R6 version of this. I originally thought it was the ao maps on some of the botw models (because that's what max pointed me at), but commenting that section out doesn't seem to fix it. I import a model then export it via fbx in max 2014, then reimport the thing in maya 2017. It works until I turn on textured mode which causes maya to give me a blank dialog and then hang. Nothing gets logged by maya. Also this pipeline works with R4 of your maxscript, so I can use that if I need to until it gets sorted (by either of us). Mostly I'm just bringing it to your attention. I haven't tried any other versions of max/maya/fbx as I don't have them installed. I'm using fbx 2014.0.1 if it matters to you.
Do you plan on supporting animation data in the future?
Thanks for your work on this script, it's great.
Hrm, not sure what could be causing the program crashes, unfortunately. Definitely sounds like one of the changes in R5 might've introduced an incompatibility. :/
This sounds like my bad...
I programmed this code under max 2017, with the materials available under this version. Maybe a part is incompatible with previous versions but i don't think so. The code works for BotW, and also for me errors appears with MK8 models.
I did it to facilitate and automate the reconstruction of materials with BotW models but if that is problematic...
It's my bad so I will study the problem and try to solve it.
Sorry for problems.
So I keep experiencing an annoying error when trying to use the script for Fairy Fencer F. No matter what model I import it only imports the skeleton and then errors saying '-- Type Error: Call needs function or class, got undefined.'
I'm using 3dsmax 2016. Trying to extract from the PC version of the game.
(09-26-2017, 07:11 AM)Sylk Wrote: [ -> ]This sounds like my bad...
I programmed this code under max 2017, with the materials available under this version. Maybe a part is incompatible with previous versions but i don't think so. The code works for BotW, and also for me errors appears with MK8 models.
I did it to facilitate and automate the reconstruction of materials with BotW models but if that is problematic...
It's my bad so I will study the problem and try to solve it.
Sorry for problems.
Don't worry about it, it's not your fault, it's 3DS Max being finicky. I'll be doing research as to how to make it work properly in 2010 and such and applying proper fixes for them at a later time.
(09-26-2017, 04:32 PM)Carpaccio Wrote: [ -> ]So I keep experiencing an annoying error when trying to use the script for Fairy Fencer F. No matter what model I import it only imports the skeleton and then errors saying '-- Type Error: Call needs function or class, got undefined.'
I'm using 3dsmax 2016. Trying to extract from the PC version of the game.
Oh, crap! That's my fault entirely! Re-download the script, it should be fixed now!
https://mega.nz/#!v44XyRgJ!1ucHqBMJHoMg5...jF29YNqgdo
Hmm so in fact errors i got just comes from a temporary version (not released) i did in march. I fixed it and mk8 models are properly imported. Like yours (08/04)
So by the way, you can add this lines under "_a1" case in buildMat function (exactly the same as "_a1" but for "_gn0"):
Code:
"_gn0":( -- Damage Map
ch = PolyMat.diffuseMap
if classOf ch == bitmapTexture do ch = compositeTextureMap mapList:#(ch)
PolyMat.diffuseMap = addLayer tm 5 ch
damaged = tm
And about this issue:
Code:
-- Disabling this as it was causing path/extension changes to not get acknowledged on subsequent loads.
--for sm in sceneMaterials where sm.name == matName do PolyMat = sm
I noticed 3dsmax keeps materials (in their memory or elsewhere) even after you delete the model, until you reset the scene!!!... how to overload memory
good job autodesk...
Import and delete 2 or 3 times a model and type this in listener:
Code:
for sm in sceneMaterials do print sm
you'll see the list of current materials but also all previous...
That's why my script get polymat as not undefined material next the first import :/ so it just reshows elders materials created the first time, with the first paths indeed...
But I think i have an idea to rehabilitate this option