12-25-2018, 11:09 AM
Well I think we all know what everyone's waiting for now!
Also, Happy Holidays unto you, wonderful genius you.
Also, Happy Holidays unto you, wonderful genius you.
Random Talking Bush's Model Importers and QuickBMS Scripts
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12-25-2018, 11:09 AM
Well I think we all know what everyone's waiting for now!
Also, Happy Holidays unto you, wonderful genius you.
01-01-2019, 06:31 AM
(11-16-2018, 06:42 PM)Random Talking Bush Wrote:OK, I guess I am going to have to write Blender importing scripts myself.
01-03-2019, 02:52 AM
the TMD Scripts works with Peach Ball Senran Kagura but the Costume Files are compressed in a TZP. idk what to do with em.
01-03-2019, 11:55 AM
(This post was last modified: 01-03-2019, 11:55 AM by Random Talking Bush.)
(01-03-2019, 02:52 AM)Lugana Rysniq Wrote: the TMD Scripts works with Peach Ball Senran Kagura but the Costume Files are compressed in a TZP. idk what to do with em.Looks like it's just a simple ZLIB, here's a script for that. https://mega.nz/#!TlgzQQjT!dHDEkTw4i6l1a...arDNghoBoQ ... Oh yeah, I guess I kinda wrote a Super Smash Bros. Ultimate model importer a while back, didn't I? NUMDLB Model MaxScript NUTEXB-to-DDS Texture QuickBMS Script Model-ripping project thread Thanked by: Kold-Virus
01-23-2019, 05:40 PM
SENRAN KAGURA Burst Re:Newal is now released in Steam!
Isn't about time to upgrade your SK PC script, RTB?
01-23-2019, 08:31 PM
(This post was last modified: 01-23-2019, 10:00 PM by Lugana Rysniq.)
SK Burst Re:newal (PC) Uses GNF headered textures i tried the Godzilla BMS but it didn't work.
Noesis can open them. (Post above) the format has never changed. wish it worked on Maps tho.
01-24-2019, 12:39 PM
But the question is how can I extract .dat files exported from .cat files?
01-24-2019, 06:54 PM
Hi~
I was just wondering, is there any progress on the Gintama Rumble TMD files?
01-24-2019, 11:10 PM
(This post was last modified: 01-24-2019, 11:11 PM by Kold-Virus.)
Hey, RTB! Awesome work as always! But I'm having a tiny issue with the BFRES / BFMDL script:
It seems to have a bit of trouble with models with multiple skinned parts, like Splatoon 2 characters and their gear. The way the rigging is imported kinda screws with my brain lmao: It imports, say, the boot's skeleton but is rigged to the original body's skeleton but still centered at the origin, making gear a little screwy to position
01-29-2019, 08:18 PM
is there a way to open the hyperdevotion .mdl models?
01-29-2019, 08:51 PM
(This post was last modified: 01-29-2019, 08:54 PM by Random Talking Bush.)
(01-29-2019, 08:18 PM)ArthurLopes Wrote: is there a way to open the hyperdevotion .mdl models?Been on my to-do list for a while, I have a semi-working importer for those, except I hadn't gotten around to fixing the rigging issues yet. (01-24-2019, 11:10 PM)Tabuu Forte Akugun Wrote: Hey, RTB! Awesome work as always! But I'm having a tiny issue with the BFRES / BFMDL script:Oof, yeah, I'll eventually need to look into fixing that, because the script can't tell the difference between what it creates and what's already there. For now, you can select the old bones and use 3DS Max's rename objects function to append a suffix onto each set you import, and then delete them all afterwards. Rigging will be a bit time-consuming to transfer, but since the bone names should match, once you got the pieces aligned using the load/save envelopes function should do the trick, then delete the extra bones afterwards. (01-24-2019, 06:54 PM)anime663 Wrote: Hi~Eventually, still in my plans. Thanked by: ArthurLopes, Kold-Virus
01-30-2019, 08:45 AM
(01-29-2019, 08:51 PM)Random Talking Bush Wrote: Oof, yeah, I'll eventually need to look into fixing that, because the script can't tell the difference between what it creates and what's already there. For now, you can select the old bones and use 3DS Max's rename objects function to append a suffix onto each set you import, and then delete them all afterwards. Rigging will be a bit time-consuming to transfer, but since the bone names should match, once you got the pieces aligned using the load/save envelopes function should do the trick, then delete the extra bones afterwards. Hmmm, I'm not familiar with that function in max, sounds useful though. How to do?
02-07-2019, 01:15 AM
(This post was last modified: 02-07-2019, 11:45 PM by Lilothestitch.)
May I request a fix for the Telltale Almost-All-In-One Model Importer Script that fixes the rigging error with the lower body when you rotate the spine1 & pelvis bone? I tested it with The Walking Dead: Season 1, The Walking Dead: Season 2, The Walking Dead: Michonne & The Wolf Among Us.
02-13-2019, 04:52 PM
Will you ever add support for ripping animations to your BFRES ripper?
02-14-2019, 06:48 AM
(01-30-2019, 08:45 AM)Tabuu Forte Akugun Wrote: Hmmm, I'm not familiar with that function in max, sounds useful though. How to do?Late reply, but it's in Tools > Rename Objects. Just do something like "Prefix: _" on the model parts and bones before importing the next set, and then "Remove First: 1 Digits" on everything else after you import the last set. Then in each of the polygon groups' "Skin" modifier sections, in the Advanced Parameters there's a set of Save and Load buttons, you'd want to "Save" on each one, collapse all of the modifiers, add a new Skin, add all of the bones from the original set (if there are any extra bones added on, you'll want to relink them first), and then in order Load > Pick the .ENV file you saved earlier > Match by Name > OK, and then the model should be rigged to the original skeleton. Repeat for the others and you should be good. (02-07-2019, 01:15 AM)Lilothestitch Wrote: May I request a fix for the Telltale Almost-All-In-One Model Importer Script that fixes the rigging error with the lower body when you rotate the spine1 & pelvis bone? I tested it with The Walking Dead: Season 1, The Walking Dead: Season 2, The Walking Dead: Michonne & The Wolf Among Us.This is not something I can fix, the bone rotations/positions and rigging are pretty much identical to the original games. (02-13-2019, 04:52 PM)Sonicfan1123 Wrote: Will you ever add support for ripping animations to your BFRES ripper?Unfortunately no, I don't know the first thing about importing animations. However, there's a build of Smash Forge you can use to preview and export animations, and those should also work if you import them into the models imported using the MaxScript. Thanked by: Kold-Virus, Lilothestitch, ArthurLopes
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