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Random Talking Bush's Model Importers and QuickBMS Scripts
When i'm porting the Model from SK: EV some of the Parts are Seperated and get crusty Normals in a few Parts (Like hair)
i'm using 3dsmax 2016. 
like it'll have

Mat=1 Vis=40
Mat=1 Vis=41
Mat=1 Vis=42
Mat=1 Vis=42.001
Mat=1 Vis=42.002
Mat=1 Vis=42.003
Mat=1 Vis=42.004

Any way to make this not happen?
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(06-11-2018, 04:42 PM)Carpaccio Wrote: So uh, I hate to be irksome, but when do you think you'll be able to update the Telltale script to work with Sam and Max Season 3 and maybe Tales of Monkey Island?
Unfortunately I don't have an answer for that at the moment. Telltale's "middle" era of games (well, at the time I'd written the script) all have some sort of compression on the vertex buffers which I have not figured out yet. Once I do, I can finally add those all to the script and make it "All-in-One" instead of an "Almost-All-in-One" importer.

(06-13-2018, 02:08 AM)Lugana Rysniq Wrote: When i'm porting the Model from SK: EV some of the Parts are Seperated and get crusty Normals in a few Parts (Like hair)
i'm using 3dsmax 2016.
like it'll have

Mat=1 Vis=40
Mat=1 Vis=41
Mat=1 Vis=42
Mat=1 Vis=42.001
Mat=1 Vis=42.002
Mat=1 Vis=42.003
Mat=1 Vis=42.004

Any way to make this not happen?
I haven't added normals support yet as I haven't figured out exactly how they're set up, but the way they're split up is completely intentional due to the way the models themselves are stored (they have dozens of interchangeable parts, having multiple polygon groups with different "Vis" numbers merged into one group means parts would've been nearly impossible or at least really difficult to separate).
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so switch modding is possible
we have a way of vertex editing and model imports but no texture replacing as of yet
what is the biggest difference between bfres textures and switch textures?
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(06-15-2018, 11:09 PM)don jon Wrote: so switch modding is possible
we have a way of vertex editing and model imports but no texture replacing as of yet
what is the biggest difference between bfres textures and switch textures?

the difference is pretty... obvious

WiiU BFRES - GTX textures
Switch BFRES - BNTX textures

So everything will need a whole new encoding process to save DDS files as BNTX, and then replace them in a BFRES container.
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Okay I wasn't sure who I needed to ask about this but recent Splatoon2 BNTX extraction is having some weird effects, mainly with the eyelid textures. You'll see what I mean. Here, have a look.

https://www.dropbox.com/s/4pmdtpa074insh...d.zip?dl=0
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(06-16-2018, 09:12 PM)Carpaccio Wrote: Okay I wasn't sure who I needed to ask about this but recent Splatoon2 BNTX extraction is having some weird effects, mainly with the eyelid textures. You'll see what I mean. Here, have a look.

https://www.dropbox.com/s/4pmdtpa074insh...d.zip?dl=0
That's normal. Well, sort of. Those eyelid textures are using the "ATI2" texture format (a DXT-based compression but only two channels), but for whatever reason Noesis doesn't read those correctly, so if you're looking for another free option to work with those, give nomacs a try (otherwise look for the Intel plugin and use it with Photoshop), just preview it and hit CTRL+SHIFT+C to copy it to the clipboard, or even just use nomacs to convert it to PNG directly. Because yeah, the texture itself is actually supposed to look more like this, not the way you had it converted to PNG:
[Image: NcuwreU.png]

The red channel is a transparency, and the green is the diffuse (or the other way around in Photoshop), flip those around and the result should look like this:
[Image: vJTYAq6.png]

That being said, if you happen to come across something that looks improperly-tiled, I'll be updating my script to fix that (and a few other issues I've noticed) a bit later.
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Hmm, i wonder if its possible to do this type of script in blender...
3D/2D Artist, Modeler, and remixer?  Smile
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@RTB,

Please tell me you've made progress for getting .cno support on that *NO importer script for 3ds Max. Because I'm almost to the point where I have to literally beg for assistance in getting the models I have correctly ripped and submitted to tMR. Also, please reply back instead of just ignoring me.
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I'm trying to port Neptunia model, and so new to this.

The ism2 models (sorry if i repeated this question again) ported with your script have overlapped polygons at the character skirt. Is that normal as original or some kind errors were made ? And how to fix those overlapping.

Also please teach me how to use face.anm to make face assembly
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Do you have a script to re compress cmp files for Kirby Star Allies?
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Wouldn't you know it, another BFRES update due to a pesky format that I really should have expected.

Code:
Fixed Switch models with four values (e.g. Obj_BGOBJ_CDplayer_M_Octa) failing to import.
Fixed vertex alphas not being applied to Wii U models.
https://mega.nz/#!3l5jEKZC!VYUwVpNp6aB8e...dYtQyKFHRI

(06-17-2018, 12:11 PM)Zackie Wrote: Hmm, i wonder if its possible to do this type of script in blender...
Perhaps, but a lot of things will need to be rewritten to match the way Blender reads things.

(06-18-2018, 05:47 PM)MakutaMaster962 Wrote: @RTB,

Please tell me you've made progress for getting .cno support on that *NO importer script for 3ds Max. Because I'm almost to the point where I have to literally beg for assistance in getting the models I have correctly ripped and submitted to tMR. Also, please reply back instead of just ignoring me.
Unfortunately I hadn't gotten a chance to work on that yet, but rest assured I haven't been ignoring you. I just wish I had more free time for scripting and such.

(06-19-2018, 05:05 AM)GordonThanh Wrote: I'm trying to port Neptunia model, and so new to this.

The ism2 models (sorry if i repeated this question again) ported with your script have overlapped polygons at the character skirt. Is that normal as original or some kind errors were made ? And how to fix those overlapping.

Also please teach me how to use face.anm to make face assembly
Does the model have "Backface Cull" enabled in its Object Properties window? If not, then that would cause the visual issue with the models (they would appear correct in renders). As for the face.anm thing, I'll have to write up a tutorial for using that information later, it's admittedly sloppy in its current state.

(06-19-2018, 11:08 PM)wudabed Wrote: Do you have a script to re compress cmp files for Kirby Star Allies?
Can't say I do, that's something others will have to work on since the scripts I work on are more designed around importing, not exporting.
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(06-20-2018, 01:48 PM)Random Talking Bush Wrote: Does the model have "Backface Cull" enabled in its Object Properties window? If not, then that would cause the visual issue with the models (they would appear correct in renders). As for the face.anm thing, I'll have to write up a tutorial for using that information later, it's admittedly sloppy in its current state.

Understood, it fixed now.
Now just waiting for the turtorial, i'm afraid of peeling out face polygons manually.
... and eyeballs too
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Sorry for the double-posting. But i really need help with pharsing face.anm. My deadline of this is July 17th and i'm crying
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(06-14-2018, 01:38 PM)Random Talking Bush Wrote:
(06-11-2018, 04:42 PM)Carpaccio Wrote: So uh, I hate to be irksome, but when do you think you'll be able to update the Telltale script to work with Sam and Max Season 3 and maybe Tales of Monkey Island?
Unfortunately I don't have an answer for that at the moment. Telltale's "middle" era of games (well, at the time I'd written the script) all have some sort of compression on the vertex buffers which I have not figured out yet. Once I do, I can finally add those all to the script and make it "All-in-One" instead of an "Almost-All-in-One" importer.

(06-13-2018, 02:08 AM)Lugana Rysniq Wrote: When i'm porting the Model from SK: EV some of the Parts are Seperated and get crusty Normals in a few Parts (Like hair)
i'm using 3dsmax 2016.
like it'll have

Mat=1 Vis=40
Mat=1 Vis=41
Mat=1 Vis=42
Mat=1 Vis=42.001
Mat=1 Vis=42.002
Mat=1 Vis=42.003
Mat=1 Vis=42.004

Any way to make this not happen?
I haven't added normals support yet as I haven't figured out exactly how they're set up, but the way they're split up is completely intentional due to the way the models themselves are stored (they have dozens of interchangeable parts, having multiple polygon groups with different "Vis" numbers merged into one group means parts would've been nearly impossible or at least really difficult to separate).

Blergh, guess I'm stuck with the ninja ripper method for Tales of Monkey Island still...
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Hows the progress with the JoJo model extracting going? Last I heard of it, it was almost ready to go.
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