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Random Talking Bush's Model Importers and QuickBMS Scripts
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.
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The .bntx script breaks some images horribly, especially type
^o images. I'd like to add more for 8 Deluxe, but this really prevents me
from it.


Attached Files
.zip   ym_AwardBG_Du_BigBlue_00^o.zip (Size: 243.95 KB / Downloads: 209)
[Image: 3oEduVuAsde9E8A716.gif][Image: ness_stamp_by_yukidarkfan.png]
3DS Friend Code: 4098-7082-7654
Add me sometime. I've got Smash, Mario Kart, and a few others!
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Since Telltale's coming out with a few more games now, I'll be updating my Telltale importer sometime soon to support those properly (thankfully the changes aren't as drastic as I expected knowing Telltale). But anyway:

(08-15-2017, 07:54 PM)supersmashball Wrote: The .bntx script breaks some images horribly, especially type
^o images. I'd like to add more for 8 Deluxe, but this really prevents me
from it.
Those aren't broken, they're just using DX10-based formats. You'll need a program capable of previewing those, such as Noesis.

Either way, don't worry about submitting those, I finally got around to uploading the ones I extracted a while back.

(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. :/

As for animations, I don't really have any plans for that primarily since I don't know a single thing about reading or applying animation, but it seems there's enough interest out there that people are working on animation support and such for other programs, so I'm sure they'll get that working long before I even learn to do so myself.
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Nice! Loved your post
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(08-15-2017, 08:48 PM)Random Talking Bush Wrote: 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. :/

As for animations, I don't really have any plans for that primarily since I don't know a single thing about reading or applying animation, but it seems there's enough interest out there that people are working on animation support and such for other programs, so I'm sure they'll get that working long before I even learn to do so myself.

After looking at it further, I don't think it's your script. I think it's the fbx exporter in max 2014. I installed max 2017 and used it's fbx exporter and it fixed all the problems. 
Re animation, gotcha. Thanks!
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(08-05-2017, 08:00 PM)Carpaccio Wrote: So uh, this may be a dumb question, but after going through extensive searching and work, I finally managed to get the Splatoon 2 ROMFS, but hit a roadblock trying to extract the SZS files holding the models. Seems they're little-endian which is not supported by the tools I have.

Wait a second, all YAZ0 decompressors support Switch SZS files.

I think you ment SARC, so, like RTB said, you can use WiiUZip, but you can also use my modified SARCExtract.
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Hiyo, I'm having a problem with .ism2 importer: it doesn't import the model correctly (using both PC and PC debug ones). First at all the model itself looks extremely small when I import the model (this is how it looks on viewport) and the materials don't apply right (seems like something went wrong in DDS convert?). Also the model looks off, with missing polygons and all. 

I'm using 3DS Max 2018 (Trial), by the way.

P.S. just for the record, TMD importer worked totally fine. Also, keep up the good work!
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(08-19-2017, 07:03 PM)Raivop Wrote: Hiyo, I'm having a problem with .ism2 importer: it doesn't import the model correctly (using both PC and PC debug ones). First at all the model itself looks extremely small when I import the model (this is how it looks on viewport) and the materials don't apply right (seems like something went wrong in DDS convert?). Also the model looks off, with missing polygons and all. 

I'm using 3DS Max 2018 (Trial), by the way.

P.S. just for the record, TMD importer worked totally fine. Also, keep up the good work!
The models being microscopic is technically correct since that's just the way they're stored in the game's data, but frankly I'm getting annoyed by that too when I'm extracting them myself, so for the sake of usability I'll be uploading a script revision sometime in the next day or two which will fix a couple of bugs I found (such as Harley's model in FFF:ADF not importing and Dark Orange's model in MDNVII not applying the materials correctly), so that they'll import at 100x their original size by default, which coincidentally matches the scale used in Neptunia U and MegaTagmension, and should be much more manageable.

For the materials not applying correctly, it's because the script checks for the respective DDS files in the TEXTURE\001 subfolder by default, if they're nonexistent or DX10-based (like Fairy Fencer F ADF's) then that's probably why they're not loading up. The update I'll be posting later for the script will have a few extra options to change the format from DDS to PNG, or to look for textures in the same folder as the ISM2.

And finally, the polygons actually aren't missing, it looks like the backface culling for the model isn't enabled. The black spots you're seeing on the model are actually the opposite side of the polygons showing through. Right-clicking the model and going to the Object Properties menu, there should be an option for "Backface Cull", if that's enabled the model should look correct (the models in Neptunia U and such don't have that since the backfacing is handled by material properties instead). Alternatively, in the Customize > Preferences menu option, there should be an option in the Viewports tab for "Backface Cull on Object Creation", you should enable that if it isn't already as it's incredibly handy.
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(08-19-2017, 07:36 PM)Random Talking Bush Wrote:
(08-19-2017, 07:03 PM)Raivop Wrote: Hiyo, I'm having a problem with .ism2 importer: it doesn't import the model correctly (using both PC and PC debug ones). First at all the model itself looks extremely small when I import the model (this is how it looks on viewport) and the materials don't apply right (seems like something went wrong in DDS convert?). Also the model looks off, with missing polygons and all. 

I'm using 3DS Max 2018 (Trial), by the way.

P.S. just for the record, TMD importer worked totally fine. Also, keep up the good work!
The models being microscopic is technically correct since that's just the way they're stored in the game's data, but frankly I'm getting annoyed by that too when I'm extracting them myself, so for the sake of usability I'll be uploading a script revision sometime in the next day or two which will fix a couple of bugs I found (such as Harley's model in FFF:ADF not importing and Dark Orange's model in MDNVII not applying the materials correctly), so that they'll import at 100x their original size by default, which coincidentally matches the scale used in Neptunia U and MegaTagmension, and should be much more manageable.

For the materials not applying correctly, it's because the script checks for the respective DDS files in the TEXTURE\001 subfolder by default, if they're nonexistent or DX10-based (like Fairy Fencer F ADF's) then that's probably why they're not loading up. The update I'll be posting later for the script will have a few extra options to change the format from DDS to PNG, or to look for textures in the same folder as the ISM2.

And finally, the polygons actually aren't missing, it looks like the backface culling for the model isn't enabled. The black spots you're seeing on the model are actually the opposite side of the polygons showing through. Right-clicking the model and going to the Object Properties menu, there should be an option for "Backface Cull", if that's enabled the model should look correct (the models in Neptunia U and such don't have that since the backfacing is handled by material properties instead). Alternatively, in the Customize > Preferences menu option, there should be an option in the Viewports tab for "Backface Cull on Object Creation", you should enable that if it isn't already as it's incredibly handy.

Ahhhh, I see. Well then, thanks for the explanation and sorry for bothering you; I'm still very newbie at these things. Now I'm off to trying search a way how I can extract models back into .ism2 format, but I think there isn't one right now.
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(08-20-2017, 04:36 AM)Raivop Wrote: Ahhhh, I see. Well then, thanks for the explanation and sorry for bothering you; I'm still very newbie at these things. Now I'm off to trying search a way how I can extract models back into .ism2 format, but I think there isn't one right now.
Don't worry about it, I was a newbie once, too. Tongue

And as for exporting, good luck with that. There's all kinds of offsets and such you'd need to adjust if you were to implement new data, and making 'em from scratch would definitely be a hassle since there's so many unknowns in the model format still.

Anyway, speaking of, I've updated the Compile Heart ISM2 script now:
Code:
Added a few more options for DDS/PNG toggle, folder path, and model scale (100x by default)
Added option to output face.anm information.
Merged the Console / PC and debug versions of the script all together.
Single-bind objects will now rig themselves to the first bone.
Re-implemented vertex alphas.
Fixed models with invalid bone IDs not loading (e.g. Harley's model in FFF:ADF), and also prints warning messages to the console.
Fixed certain models using the wrong material IDs (e.g. Dark Orange's wings in MDNVII).

https://mega.nz/#!v44XyRgJ!1ucHqBMJHoMg5...jF29YNqgdo
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QuickBMS was used in Sonic Generations PC version,right?Any plans for model scripts for Sonic '06 to Blender and Unity not only to 3DS Max?
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(08-28-2017, 11:00 AM)Gamerz31w Wrote: QuickBMS was used in Sonic Generations PC version,right?Any plans for model scripts for Sonic '06 to Blender and Unity not only to 3DS Max?
Nope, 3DS Max is the only program I know how to code for. ¯\_(ツ)_/¯
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There's an error when importing BodyK_Gla, vehicle from MK8 DLC:
https://image.prntscr.com/image/9qqC-RkB...yUUbKQ.png
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(08-30-2017, 05:46 PM)Atlas Wrote: There's an error when importing BodyK_Gla, vehicle from MK8 DLC:
https://image.prntscr.com/image/9qqC-RkB...yUUbKQ.png
Hm, guess you'll need to comment out / delete that line (#249) for now until I figure out what's going on there.

(EDIT: Also, I've been meaning to upload this for a while, but here's my script to unpack the BARS sound archives from the Wii U version of Breath of the Wild and various Switch games.)
https://mega.nz/#!e5RHwDiD!ictDW9rciJF-f...uwahLSg8pk
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(08-30-2017, 09:34 PM)Random Talking Bush Wrote:
(08-30-2017, 05:46 PM)Atlas Wrote: There's an error when importing BodyK_Gla, vehicle from MK8 DLC:
https://image.prntscr.com/image/9qqC-RkB...yUUbKQ.png
Hm, guess you'll need to comment out / delete that line (#249) for now until I figure out what's going on there.

(EDIT: Also, I've been meaning to upload this for a while, but here's my script to unpack the BARS sound archives from the Wii U version of Breath of the Wild and various Switch games.)
https://mega.nz/#!e5RHwDiD!ictDW9rciJF-f...uwahLSg8pk

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.
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