(05-01-2021, 05:21 AM)Lugana Rysniq Wrote: [ -> ]New Pokemon Snap uses NUMSHB
the smash script says this but doesn't directly import anything.
i forget if samples are allowed to post or not so i'll wait. or DM you them.
he already knows and he's working on a NUMSHB update to the smash script to work with the New Pokemon Snap model files.
(05-02-2019, 05:06 PM)Random Talking Bush Wrote: [ -> ] (05-02-2019, 12:18 PM)06pori Wrote: [ -> ]I tried to convert "Natsurio High School"'s model. with your Tamsoft_TMD.ms
Although it was generally OK,
but 'No ""+"" function for undefined' error occurred when loading some tmd models. as follows...
item/item003_0-item009_0...
npc/hair/npc_f_hair00,npc_f_hair10...
All tmd in the "npc/ear"
Most of tmd in the "bg/building"
Their 'glasses' are included in the 'item', but they can not be converted.
If possible, could you modify the scripts to convert them?
If you need them, I will send you a maxscriptListerner Log and a sample tmd.
Yeah, I didn't have a whole lot of samples for those. I do now, so when I get a chance to update the script I'll be sure to make sure those ones work too.
Sorry to bother, i am trying import map models Natsuiro High School ps3 using your script in 3ds max 2017, but nothing happened,
others models chars work.
Help me please, update the script to import the 3d models maps
archive 3d model map
Three scripts have now been updated!
Wii U & Nintendo Switch - BFRES Importer
Code:
Fixed certain Miitopia models (e.g. Dark Lord) not importing due to an undefined vertex type (1 long integer for bone IDs).
Also fixed albedo / normal map textures not being applied to certain Miitopia models ("_albedo0" instead of "_a0").
Super Smash Bros. Ultimate / New Pokémon Snap - NUMDLB/NUMSHB Importer
Code:
Added support for models from New Pokémon Snap.
Added a vertex color multiplier option.
Models now reset their pivot points and XForms to 0 for ease with modding.
Fixed an oversight causing rigging (mainly for custom models, but also Bomberman's remote bomb) and materials to import incorrectly.
Fixed certain models with 0 bones (the Mii's Rex hair and Geno hat) not importing.
Fixed models refusing to import in 3DS Max 2021 (the "twoSided" error was due to it trying to apply "Standard" material settings to a "Physical" material, which apparently is the new default).
Super Smash Bros. Ultimate / New Pokémon Snap - NUTEXB to DDS Converter
Code:
Added ATI2 and BC6H_SF16 (both used in New Pokémon Snap). Textures also now use basenames instead of internal names due to Snap's ridiculously-long filenames.
Ah, I’m trying to figure out how to hunt down the model of Rinne from Bravely Default. No idea what I’m doing though...
Anybody able to offer help or give some tips? Assistant is much appreciated!
(04-28-2021, 03:13 AM)Err0ne0us Wrote: [ -> ] (11-23-2017, 09:09 PM)Random Talking Bush Wrote: [ -> ]
Figured I'd finally get off my lazy butt and finish off my World of Final Fantasy model importing script which I'd teased here earlier, since a PC version was released not too long ago. Thankfully, unlike the Vita version, the filesystem's not a pile of nonsense to figure out, so it's actually possible to find specific models! You'll need to run the decompressor script on anything you wish to import first since practically everything in the game is ZLIB-compressed, and then use the TEX-to-DDS script to get the textures into a usable format (note: some of them are BC7 format, so you'll need to have either Noesis or another program capable of importing those).
No automatic texture application for the models yet, though, but most of the character models from this game only have one texture so it's fairly trivial.
Download MaxScript (UPDATED 12/04/17)
Download File Decompressor
Download TEX to DDS Converter (UPDATED 12/07/17)
Fun fact: Sora's model is still in the PC version's files despite being "removed". How about that.
(11-17-2017, 01:01 PM)Carpaccio Wrote: [ -> ]On the topic of that *NO script...sort of...uh...any progress towards the Zero Gravity extracts?
(11-16-2017, 04:51 PM)MakutaMaster962 Wrote: [ -> ]@RTB,
What progress have you made on updating the *NO Importer Script? Because it's been a month since I last posted on here, and you said you'd "hopefully" have it done before the end of October. I'm sorry for sounding impatient, but I really need that script for some models I'm trying to [correctly] rip and submit to tMR.
I'm still working on that, it's taking a lot longer than I expected due to having to rewrite a crapton of things, and to make sure that nothing errors anymore or reads data improperly. I've almost got the ENO parser done, I'd just like to see out if I can get the vertex morphs to import as well for the Free Riders models before I consider that "done".
No clue about the Zero Gravity stuff yet, I'm scratching my head trying to figure out the "OOCH" archive stuff, nothing I've tried is working.
Can someone explain how you're supposed to get *.ENO files from Sonic Free Riders? I can understand that the files with no extensions apparently have them but when I extract them they don't have the "paST" header or anything nor can I find any documentation that'd help me out on this.
Yeah you gotta use Random Talking Bush's super epic Max Script in 3ds max, and for getting eno takes the using the bms script with QuickBMS and then hex editing for the right parts of the files and manually saving out as eno. We're trying to mess with it in the Sonic Ripping Hub on discord UyEgu8M
(sidenote, so hype for the day we can finally rip zero gravity and free riders stages)
Hey hey, Disgaea 6 has finally been released! I saw you managed to get the sprites of the character cut-ins and portraits and such. Are you going to be able to get the models as well? I'd love to have them!
I'm having problems with Crash Team Racing PS4. The IGZ texture extractor does not extract to .png. How can I get the .png format?
Thanks,
MT Framework, again...
With the release of The Great Ace Attorney, the MT Framework .tex BMS could see an update as it displays garbage again.
(Also, trying to open the .arc files on Noesis will display an error message and not dump any of the actual models.)
Man, I cant get ANY of the texture tools Ive found for DKTF to work as intended, even though they've supposedly been built off of your scripts (that dont seem to work for me either)
Converting to GTX returns scrambled image data
Object conversion works as intended
https://github.com/leamsii/DK-Tropical-F...-Extractor
Any help at all with this would be greatly appreciated
How did you get that model exporter tool to work??
Here's a bit of a crosspost from a thread I posted in ripping help asking about Ridge Racer Vita. I managed to get an old version of 3DS Max working on a different computer, which is great. What's not so great is the models import, uh, kind of broken. Random parts don't work. Redstone Thunder Road is one that really doesn't like to work, but Oceanfront Cruise Way is also rather broken. The Pokken/Touch my Katamari which says it works with Ridge Racer Vita, and at least for the cars it works, which is fine. The tracks.. kind of break in all sorts of ways. Usually polygons flying everywhere and looking alarmingly unusable. Not sure if the script can be updated or fixed at all, but I posted files here just cause. The NUDs and NUT are all extracted too.
Oceanfront Cruise Way and Redstone Thunder Road:
https://we.tl/t-503UO5f4jV
Edit 1/14/2022 updated link
It's January 28th, and you know what that means...
What's this? My Pokémon GFBMDL script is evolving! *music plays*
Congratulations! Your GFBMDL script has evolved into a GFBMDL
and TRMDL script! Yep, Pokémon Legends: Arceus uses a variant on the GFBMDL model format seen in Let's Go and Sword/Shield, so one script rewrite later, and...
Code:
Added support for Pokémon Legends: Arceus.
Fixed models refusing to import in 3DS Max 2021 (the "twoSided" error was due to it trying to apply "Standard" material settings to a "Physical" material, which apparently is the new default).
https://mega.nz/file/GkwF1QiK#VuNPb2qIQ-...o6ijdTK24c
Models are all housed in
the usual spot. Also, important things to note -- the majority of the game's models (including all of the Pokémon themselves) all use colour masks, so don't be surprised if you convert textures only to find out that they're pure white. The layer mask ("lym") textures do all of the heavy lifting, and I've set up my script to automatically colourize the models if you've batch-converted the BNTX files directly to PNG. Also, player trainer models have to be imported in a specific order -- p2_base0001_00_default first, and then either p1_face0001_00_default for Rei, or p2_face0001_00_default for Akari. Afterwards, the other model parts can be imported in any order. Common NPCs (the "cc" folder) require you to import cc_base0001_00_young_m before any outfit or head models, and, uh... They
all use the exact same bone structure. Enjoy seeing cursed proportions for a bunch of 'em!
(...Now to get around to fixing up a few other scripts of mine. Eventually.)
(EDIT: Did another adjustment to said script.)
Code:
Tweaked Pokémon Legends: Arceus models to correctly use Physical materials if using 3DS Max 2017 or above, and build / assign roughness and metalness maps accordingly.