Posts: 161
Threads: 27
Joined: Nov 2010
06-29-2018, 12:13 PM
(This post was last modified: 06-29-2018, 02:32 PM by Lugana Rysniq.)
i wonder how the Body Scaling is for the SK Models.
they all seem to be the same shape despite some characters being taller/shorter and the torso being part of Each Outfit model.
I Wonder if Climax Fighters also uses EMD, Seeing as it's still Eighting.
Posts: 127
Threads: 36
Joined: Jan 2015
Tired using a few of your Compile Heart format scripts on the Mobile App's KOG file to no avail, I don't want to request here because I know the rules but I am curious if the files are just "disguised" with a different file extension name. ((Pac-Man World 3 for instance uses .PS2 files for the PS2 version yet they are just the common Blitz Games GCP file format in disguise.))
Posts: 5
Threads: 0
Joined: Jun 2018
Can anyone help me with .dict files?
It would be helpful, so i can export luigi's mansion 2 files!
Posts: 1,674
Threads: 278
Joined: Jun 2008
Hey RTB, you mentioned you managed to get the ARMS update files on said sprite page. Any chance you could PM a link of them to me? I'd like to experiement with the character models and such, maybe do a few rips for myself. I want to get Dr. Coyle and her weapons.
Posts: 3
Threads: 1
Joined: Nov 2017
I just extracted the MK8D update and I can't open some of the files. So I wonder if they got corrupted while I was extracting them or did Nintendo actually encrypted some of the files?
Posts: 1
Threads: 0
Joined: Aug 2018
How do you use this? I doesn't work for me, can someone help me please? (I'm trying to extract models from Megadimension Neptunia VII)
Posts: 1
Threads: 0
Joined: Aug 2018
(09-10-2016, 10:52 AM) pid=\622830' Wrote:Do you know how to import Mario Tennis Aces Models into 3ds Max including the textures? The models / textures are stored in NARC files, which in turn contain many strange files. Maybe you can help me there.
Greeting Ice Bro
Posts: 1
Threads: 0
Joined: Sep 2018
possible for can import animation world of final fantasy to 3ds max?
Posts: 5
Threads: 0
Joined: Feb 2018
Do you know which one to use to rip models from teltale games
Posts: 121
Threads: 11
Joined: Feb 2016
Hi...just wanted to report that super mario party model's eyes breaks when exported, geometry is there basically but no uv
Posts: 2
Threads: 1
Joined: Sep 2018
don't you have the script you used on the ralph model from sonic and stars racing transformed??
Posts: 1
Threads: 0
Joined: Oct 2018
10-25-2018, 02:37 AM
(This post was last modified: 10-26-2018, 03:29 PM by Shikoru.
Edit Reason: Added TLDR
)
(10-14-2018, 06:14 PM)Random Talking Bush Wrote: Oh yeah, and before I forget again, here's a bunch of texture-based QuickBMS scripts I'd written earlier and hadn't gotten around to uploading here yet:
Crash Bandicoot: N.Sane Trilogy (PC, PS4 and Switch) - IGZ to DDS/GNF Converter
Godzilla (PS4) - GNF Extractor
GriefSyndrome - CV2 to DDS Converter
Gundam Breaker 3 - TEX to DDS Converter
Hyperdevotion Noire - MDL Texture Extractor
King of Fighters '98 UM OL - Image De-XORer
Mega Man 11 (PC and Switch) - TEX to DDS Converter
Taiko no Tatsujin: Drum 'n' Fun (Switch Version) - NUTEXB to DDS Converter
Thanks dude.
I need a bit of help if you don't mind.
TLDR: Is there a way to convert .DDS back to .NUTEXB? Reimport.bat screws up the .dds image.
I am using the Taiko no Tatsujin script for Switch to export .dds file and importing it to Photoshop using the Intel DDS plugin.
When I try to convert back to .NUTEXB, the texture gets weird looking.
Is there a way to convert back to .nutexb properly?
After importing and editing, I tried using QuickBMS to convert it back to .NUTEXB using reimport.bat with ehhh results.
I am able to load it in-game using LayeredFS, with the same glitchy outlines.
https://i.imgur.com/yBBUGYz.png
Sorry, I am super amateur at this, lol
I wasn't sure what DDS type to export to after editing, so I tried all the ones with alpha channels but all 7 attempts came out glitchy ingame.