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i'm having issues using your Compile Heart ISM2 script, I've been trying to use it but everytime I keep getting this error, help?

https://cdn.discordapp.com/attachments/4...nknown.png

for context i am using a model of Anonydeath i have ripped from RB3. I have 3dsmax 2021. I have also tried some models my friend ripped from RB2 (specifically Neptune and her hairclips) but neither of those work either and turn up the same errors.
(07-05-2020, 06:05 PM)RamCPUCandidate Wrote: [ -> ]i'm having issues using your Compile Heart ISM2 script, I've been trying to use it but everytime I keep getting this error, help?

https://cdn.discordapp.com/attachments/4...nknown.png

for context i am using a model of Anonydeath i have ripped from RB3. I have 3dsmax 2021. I have also tried some models my friend ripped from RB2 (specifically Neptune and her hairclips) but neither of those work either and turn up the same errors.
You're definitely not the first person to ask me about it, seems to be an issue with newer 3DS Max versions (the newest I've got is 2018, so I guess I'll need to download 2021 later to investigate). For now, see what happens when you comment out / delete any lines with "mat.twosided".

Either way, it might be something I can safely remove from later script updates without any repercussions.

(06-27-2020, 06:56 AM)Makoto Wrote: [ -> ]Hi Rtb, I was tryong to rip models from yoshi wooly world(mainly interested in player model, poochie and testmap009) but the files i have are in gfa format, not bfres, and so your script doesn't find them. It doesn't seem like they need to be extracted with another script according to 1st page...
It's been a while since I've extracted those, but I think the "Epic Yarn" QuickBMS script from aluigi's page should work with those.
alright thank you very much, i will log what happens here;

after deleting twosided, 'diffusemap' becomes the problem with the same error.
after diffusemap is deleted: opacityMap is the error
after deleting opacityMap, it works. i guess newer 3dsmax changed something about materials. the model imports untextured but that was easy for me to fix by dragging and dropping the texture, except for one thing;

i assume the script would do this but i do not know of a way to add in the texture 'toon_shadow' that comes in most of the 00# texture folder. i am going to assume this is an unneeded texture and mainly used for the actual game it came from?
(07-05-2020, 09:26 PM)RamCPUCandidate Wrote: [ -> ]alright thank you very much, i will log what happens here;

after deleting twosided, 'diffusemap' becomes the problem with the same error.
after diffusemap is deleted: opacityMap is the error
after deleting opacityMap, it works. i guess newer 3dsmax changed something about materials. the model imports untextured but that was easy for me to fix by dragging and dropping the texture, except for one thing;

i assume the script would do this but i do not know of a way to add in the texture 'toon_shadow' that comes in most of the 00# texture folder. i am going to assume this is an unneeded texture and mainly used for the actual game it came from?
Hrm, sounds like it's something I'll need to set up a version check for then.

But anyway, regarding the toon_shadow texture, I'm honestly not sure. While I know the "gradient" variants for those are meant to act as a "lightwarp" (something I've never tried rendering in 3DS Max yet), I'm not sure how the "palette" variants work (I'm assuming they control the outline colors for certain parts of the model).
Will there be an update for the Telltale Almost All in One Model Importer Script to support The Walking Dead: The Telltale Definitive Series?
(07-05-2020, 08:59 PM)Random Talking Bush Wrote: [ -> ]
(06-27-2020, 06:56 AM)Makoto Wrote: [ -> ]Hi Rtb, I was tryong to rip models from yoshi wooly world(mainly interested in player model, poochie and testmap009) but the files i have are in gfa format, not bfres, and so your script doesn't find them. It doesn't seem like they need to be extracted with another script according to 1st page...
It's been a while since I've extracted those, but I think the "Epic Yarn" QuickBMS script from aluigi's page should work with those.
it worked, thanks!
Hi RTB, any news on a NUCC importer for cyberconnect 2 Naruto storm game xfbin files? I take it that it’s a really frustrating filetype to properly decrypt/unpack fully? I know ZealotTormunds has made a lot of headway with their modding API for ninja storm 4, but I have no idea what the current state of affairs with that is at the moment.

Like, zealottormunds has already been able to import chunks of the free roam village from storm 1 into a storm 4 stage builder mod with his development tools

Hi RTB, thank you for porting many Neptunia models and for this script that allows to port them. I had 2 questions - how to import body groups of faces of the main characters (variations of the eyes and mouths), I did not understand how "Parse Face.ANM" works. The second question - is it possible to create a animation import script from these games (Neptunia Rebirt 1-3, Megadimension VII and Fairy Fencer F Advent Dark Force)? I would like to use motions in SFM animations, otherwise motions from 4 Goddesses online (Unreal engine) are not enough for me.
hello, i've been able to use the new script on splatoon 2 models perfectly fine, except there's a new problem, one of the models has an incorrect UV layout when imported
this even carries over to importing them to blender but it's visible in 3DS Max as well. it basically looks impossible to fix
the model in question is Lft_OctBoss_Octa.Nin_NX_NVN.szs
it's specifically from octo expansion
Massive update to my Telltale Games "Almost-All-in-One" Model Importer!

Code:
Added support for Strong Bad's Cool Game for Attractive People Episodes 2-5, and Wallace & Gromit's Grand Adventures Episodes 1-3. "Version 1" games are still unsupported though...
Added support for The Walking Dead: The Telltale Definitive Series models. Can you believe that the only reason they weren't working was because I had the script check the wrong mesh flags for The Final Season's importer? Go figure.
Script was tidied up a lot, shaving off about 100KB of redundant coding which is redundant (mainly due to the change below).
Models and materials are now grouped together and import as a single mesh group and Multi-Material respectively, greatly improving importing times.
Added over 10,000 new bone names to the hash database, and as a result most characters are no longer missing any bone names!
Added the texture names from Batman: Shadows Edition (both Season 1 and 2) and The Walking Dead: The Telltale Definitive Series to the hash database, along with a couple dozen missing (unused?) names.
Rearranged the texture hashes list so that "color_" names (specifically "color_000", used for "null" entries) are read first and lightmaps last, which speeds up texture-to-hash pairing significantly.
Textures used for material sets are now properly paired and print to the Listener window by default, and diffuse colors are automatically applied to the materials for earlier games (namely TWD Season 1).
Rewrote the way "Version 0" vertex buffers are read, now additional UV layers (mainly used for bake maps) will import instead of being skipped.
Fixed unrigged "Version 0" game models not importing due to a mistake in the script with automatic version-detection (Thanks, daniar23337!).
Fixed an issue where zero-length texture names (".d3dtx", seen in obj_c3nursebeds and obj_c5contractorpokertable in CSI 3) caused the script to get confused and error.
Fixed obj_chairLoungeB and sk80_pomPom having broken rigging in SBCG4AP Ep. 1 due to an issue with bone hash case-sensitivity ("pompom" != "pomPom").
Re-fixed models with single-bind rigging from The Walking Dead Season 1, which was accidentally broken since the May 11th, 2019 update.
Fixed "Version 12" models with ".PROP" information in their headers, now every model from Poker Night 2 is functional and imports without issues (60 were previously broken).
Fixed models with an invalid material ID not importing (i.e. "adv_previouslyOn204_hardwareStoreExteriorRearFoliageBrushA" from TWD Season 2).
Fixed a mistake with bone auto-detection for "Version 17" models (Game of Thrones's horse and most "skB0" models from Tales from the Borderlands).
Technically added support for "Version 38" models (TWD Season 3's "EOS" / "UpdatedMeshes" archives), which are practically identical to the "Version 37" format. Support is support, though.
Invalid / missing materials will now be listed as "undefined" so the script doesn't error (e.g. Minecraft Story Mode: Season 2 character models).
Fixed an oversight with "Version 45" models (Batman: The Enemy Within) with no UV mapping channels (e.g. various "fx_" models) which caused the script to crash.
Or tl;dr for the important stuff: Added support for SBCG4AP Episodes 2-5, Wallace & Gromit Episodes 1-3 (the last of the "Version 0" games, in other words) and The Walking Dead: The Telltale Definitive Series, plus Poker Night 2 now fully works and I optimized the crap out of things in general. Plus bugfixes, bugfixes, bugfixes, and did I mention bugfixes? But enough talk, enjoy!

https://mega.nz/file/GoxUjDIK#eRNDzrWm8e...Lh0LcK1do0



Plus a not-so-massive update to the BFRES Importer, squashing a few bugs spotted by Centrixe:

Code:
Discovered a bone flag's purpose and by doing so fixed certain models with bone scaling (e.g. Enm_RailKingPilot / DJ Octavio from Splatoon 2) which were improperly scaled.
Temporarily disabled auto-application of ambient occlusion textures as it was also causing certain models (e.g. Npc_CustomShopJr / Murch from Splatoon 2) to error when importing. I swear I'll have a proper fix for this in due time...

https://mega.nz/file/ip5gmBLY#scm4-8kV7r...N2mhrseaMA

(Also I don't have any answers to the previous comments yet, please understand.)
Another Telltale update, already:

Code:
Fixed SKL files being broken for Strong Bad's CG4AP Episodes 2-5 and Wallace & Gromit, I accidentally removed a line of code I shouldn't have before the previous update's release.
Nice going breaking one of your new features, RTB. :V

https://mega.nz/file/PpJ3XYZB#l6pnEgrIvp...yfZ_61n02g
So uh...no luck on Sam & Max Season 3 I guess?
(10-19-2020, 06:21 PM)Carpaccio Wrote: [ -> ]So uh...no luck on Sam & Max Season 3 I guess?
Not just yet, unfortunately. While I have everything leading up the models being imported for those, I still haven't been able to figure out what kind of compression they use for those (changing a single byte moves several vertices somehow).
Code:
Fixed SKL files being broken for Back to the Future's PS4 version (thanks, Strick!).
Strick over at XeNTaX pointed out another bug for my Telltale script that somehow slipped through. D'oh!

https://mega.nz/file/PpJ3XYZB#l6pnEgrIvp...yfZ_61n02g

Expect another update for this script next week, when Sam & Max: Save the World's remastered version is released.
(11-24-2020, 08:17 PM)Random Talking Bush Wrote: [ -> ]Expect another update for this script next week, when Sam & Max: Save the World's remastered version is released.
Like I said. Tongue

Code:
Added a whole bunch of bone and texture hashes from Sam & Max: Save the World Remastered.
https://mega.nz/file/GoxUjDIK#eRNDzrWm8e...Lh0LcK1do0
(And here's a quick comparison of Sam's model from the original and from the remaster.)

I surprisingly didn't need to update my script itself this time, everything just worked out of the box. But since TTArchExt hasn't been updated with the game's decryption key, I'll post it here.
Code:
ttarchext -k 92CA9A8185E46473A2BFD6D17FC6CB88995A80D8AAC297E796519FA89AD9AE95D776627FB4C4A6B9D6ECA99C6785B3DC92C49E64A0A292

It's funny how things have come full-circle now with that script. Sam & Max Season 1 was one of the first games I implemented, and now it's the latest one I've added.
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