03-26-2018, 11:39 PM
Hello, i was wondering if there's any way to export as .nud? Currently i've edited a model of Don-Chan from taiko wiiu3 using the smash/taiko NUD importer, but im unsure of how i'd get it back in the game.
(08-10-2017, 08:01 AM)Random Talking Bush Wrote: [ -> ]Updated the Switch BNTX script again:Do you say this because some don't work with astcenc?
Code:Fixed certain textures being incorrectly exported (apparently I miscalculated the height ranges, whoops!)
Fixed RGBA32-format textures that were less 128 pixels in height not being exported correctly.
Tweaked the script so now it only adds image dimensions to the filenames if they need to be manually cropped
https://mega.nz/#!XwAjSYBa!JQ9wy3qGHvo7h...-uvRAKJy54
As always, lemme know if there's something that still doesn't work correctly (besides the ASTC stuff, but gdkchan's converter would be better for those).
(03-26-2018, 11:39 PM)amazingmudkip Wrote: [ -> ]Hello, i was wondering if there's any way to export as .nud? Currently i've edited a model of Don-Chan from taiko wiiu3 using the smash/taiko NUD importer, but im unsure of how i'd get it back in the game.Sorry, I only write importers, not exporters. Too many unknown values to worry about for that sorta thing for now. ¯\_(ツ)_/¯
(03-28-2018, 02:23 PM)Hiccup Wrote: [ -> ]Do you say this because some don't work with astcenc?Pretty much, yeah, the unswizzling mess that I've got in my script doesn't know quite what to do for those. At least Noesis converts those correctly.
(04-18-2018, 02:52 AM)Carpaccio Wrote: [ -> ]Soooo...upon experimenting with Kirby Star Allies, I decided to try and load up the biggest enemy in the game, the 'Final Boss'. This led to a significant error, something about 'Weight', and caused a severe memory spike which caused my entire computer to freeze and nearly crash. When things finally stabilized, he had partially imported, but was missing his legs and had a 'starburst' of bones surrounding him. I killed 3DSmax's process since it had stopped responding, and retried without the 'import rigging' option. I had assumed this would import without bones and weights and such, but apparently not. The same thing happened either way. So that's a pretty big problem on this guy...I'm actually already aware of that and I'm working on a fix. Thanks for letting me know regardless!
(04-18-2018, 08:51 PM)SunSunne Wrote: [ -> ]Upon trying to import Kirby's model from Star Allies into 3dsMax, he has no textures and is completely white. What am I doing wrong?Are you using the "DDS" option? If so, you'll need to convert them to PNG and use the respective option instead, as 3DS Max doesn't properly support DX10-based textures (which most Switch games use).
(04-18-2018, 09:14 PM)Random Talking Bush Wrote: [ -> ]Are you using the "DDS" option? If so, you'll need to convert them to PNG and use the respective option instead, as 3DS Max doesn't properly support DX10-based textures (which most Switch games use).
(04-20-2018, 07:42 PM)SunSunne Wrote: [ -> ](04-18-2018, 09:14 PM)Random Talking Bush Wrote: [ -> ]Are you using the "DDS" option? If so, you'll need to convert them to PNG and use the respective option instead, as 3DS Max doesn't properly support DX10-based textures (which most Switch games use).
Upon using the png option and using converted png files, Kirby looks very deformed. I ripped the model straight from the game, so I don't know what could be wrong.
(04-21-2018, 08:19 PM)Carpaccio Wrote: [ -> ]The 'distortion' is due to model overlay. Kirby's model, upon import, is actually several 'shape' models of him over each other. It includes the 'inflated' for flying, the 'fat' for having inhaled something, and the normal Kirby. So for now you have to manually separate the three models of him or remove the ones you don't want.Five, actually, but the polygon names should give you an idea of how they're grouped ("BodyM", "BodyBigM", "BodyBlowM", "BodyDrawM" and "BodyFlightM"). Perhaps at a later time I'll see if I can attach the polygon groups to their respective visibility bones.
(04-21-2018, 08:36 PM)Random Talking Bush Wrote: [ -> ](04-21-2018, 08:19 PM)Carpaccio Wrote: [ -> ]The 'distortion' is due to model overlay. Kirby's model, upon import, is actually several 'shape' models of him over each other. It includes the 'inflated' for flying, the 'fat' for having inhaled something, and the normal Kirby. So for now you have to manually separate the three models of him or remove the ones you don't want.Five, actually, but the polygon names should give you an idea of how they're grouped ("BodyM", "BodyBigM", "BodyBlowM", "BodyDrawM" and "BodyFlightM"). Perhaps at a later time I'll see if I can attach the polygon groups to their respective visibility bones.
Oh, and you'll need to clamp the textures for Kirby's eyes, too, otherwise they'll just wrap around.
Temporarily disabled auto-application of emissive textures as it was *still* causing some models to error when importing.
Fixed Switch models with over 65535 vertices not importing correctly (e.g. LvMap1BG\Field.bfres from Kirby Star Allies).
Fixed models with specifically 5 weight values failing to import (e.g. LastBoss, also from Star Allies).
(04-22-2018, 12:20 AM)Carpaccio Wrote: [ -> ]THANK YOU for reminding me. How do I clamp textures? I've been having that issue on so many of these models...also, when Importing normal Pon and Con, their textures seems a little glitchy under their armor.For 3DS Max, you just have to go into the model's bitmap properties and uncheck both "Tile" options. Not sure how to make it stretch the edges (or even if 3DS Max can), but that'll make it not render anything past the boundaries. Otherwise, you'll need to edit the textures' canvas size directly, and then UVW XForm accordingly.
EDIT: I just checked Pon and Kon's UV layout for their body textures and they're pretty noticeably broken. For some weird reason a majority of them are 'balled' up.