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Random Talking Bush's Model Importers and QuickBMS Scripts
(06-20-2019, 12:10 PM)Random Talking Bush Wrote:
(06-20-2019, 11:47 AM)Guimian Wrote: Thanks, dude! I'm excited for the models release, (but of course, take your time!)

For the script, it's working well but for both Body normal maps for Nitros Oxide and Coco the texture looks corrupted... Maybe because of the .pak extractor i'm using?

Here's what it appears in QuickBMS https://i.imgur.com/Qe2OiSP.png

And also how the textures looks https://i.imgur.com/XpQqfLS.png

I used the last version of NST_Pak_Explorer by Neo_Kesha to extract the files because the Marvel Ultimate Alliance 2 script by Aluigi doesn't seem to extract some files properly too.
Yeah, it looks like a decompression issue with the NST_Pak_Explorer program. They turned out fine using a modified version of aluigi's script:
[Image: AsN6DxF.png]
Do you know where we may be able to get this modified script, perhaps?
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(07-15-2019, 10:28 AM)Random Talking Bush Wrote:
(07-14-2019, 02:32 AM)Vanilluxe92 Wrote: It seems that your BARS script works even the SMM2 .bars files. But not fully functional.
Do you plan to update it, RTB?
It's probably a similar update to the one the BFRES files got (speaking of, I'll need to do the same for my model and texture scripts), so I'll have a look sometime this week.

(06-28-2019, 11:18 AM)UncleJansom Wrote: Hi there. Sorry for asking this but, when could we see a Model Tool for the Crash Bandicoot N.Sane Trilogy game, or a beta version of it? BTW I just discovered your update on the Textures tool and now I don't have problems with them anymore, it works great, thank you so much for the hard work (And like it's had been said before, take your time).
There's one little thing I gotta work on regarding those -- autodetecting "models" (unrigged models) correctly, since I orignally wrote it for the "actors" (rigged models) files. Once that's done I'll release what I've got, in all its hacky glory.
Hopefully things go well, I honestly think that the script is at least good enough for rigged models at the moment. Good luck on making progress.
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I wonder if your EMD importer could work on later games of Kamen Rider like Climax Fighters?
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(07-31-2019, 10:22 PM)Chris Shade Wrote: I wonder if your EMD importer could work on later games of Kamen Rider like Climax Fighters?
That game (and by extension Climax Scramble) uses Unity instead, so all you need is AssetStudio for it! Saves me the work of having to write a new script, heh.



Anyway, it's time for me to crash.

[Image: VBEvOas.png]

https://mega.nz/#!60Y0CCCT!bJfCRa_fnvWSL...i9ov8Gv_9Q

I'm not 100% satisfied with the way the script is -- there's still tons of props that won't import for whatever reason. I'll have to look into fixing those sometime later since I've got higher priorities (e.g. updating/fixing my Telltale, BFRES and Tamsoft scripts), but here's my Crash Bandicoot: N-Sane Trilogy / Crash Team Racing Nitro-Fueled model importing script, finally. I've been sitting on this script for too long -- keep in mind how it was originally written for and intended to be released for N-Sane Trilogy.

And as an additional note, the textures are only semi-applied to the models upon importing. Since the actual texture names are stored in a completely different file (in the "materialinstances" folder), it only applies the material names and sets up placeholders which you can swap out through either the Asset Tracking or the Material Editor windows. But on that note, feeding the respective "materialinstances" file(s) into the script as if they were models should output the necessary names into the MAXScript listener window.

Also here's the *.PAK extraction script that aluigi originally wrote for MUA2 that I tweaked specifically for Crash's archives:

https://mega.nz/#!6xIgASzA!mF8pbb-tv2Akx...QS5SHhpAF4

(Also I've got a whole bunch of Crash Team Racing character models that are pretty much ready to upload soon, so be sure to ask me first before ripping anything from that game as chances are I've already done so!)
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(08-01-2019, 05:17 PM)Random Talking Bush Wrote:
(07-31-2019, 10:22 PM)Chris Shade Wrote: I wonder if your EMD importer could work on later games of Kamen Rider like Climax Fighters?
That game (and by extension Climax Scramble) uses Unity instead, so all you need is AssetStudio for it! Saves me the work of having to write a new script, heh.



Anyway, it's time for me to crash.

[Image: VBEvOas.png]

https://mega.nz/#!60Y0CCCT!bJfCRa_fnvWSL...i9ov8Gv_9Q

I'm not 100% satisfied with the way the script is -- there's still tons of props that won't import for whatever reason. I'll have to look into fixing those sometime later since I've got higher priorities (e.g. updating/fixing my Telltale, BFRES and Tamsoft scripts), but here's my Crash Bandicoot: N-Sane Trilogy / Crash Team Racing Nitro-Fueled model importing script, finally. I've been sitting on this script for too long -- keep in mind how it was originally written for and intended to be released for N-Sane Trilogy.

And as an additional note, the textures are only semi-applied to the models upon importing. Since the actual texture names are stored in a completely different file (in the "materialinstances" folder), it only applies the material names and sets up placeholders which you can swap out through either the Asset Tracking or the Material Editor windows. But on that note, feeding the respective "materialinstances" file(s) into the script as if they were models should output the necessary names into the MAXScript listener window.

Also here's the *.PAK extraction script that aluigi originally wrote for MUA2 that I tweaked specifically for Crash's archives:

https://mega.nz/#!6xIgASzA!mF8pbb-tv2Akx...QS5SHhpAF4

(Also I've got a whole bunch of Crash Team Racing character models that are pretty much ready to upload soon, so be sure to ask me first before ripping anything from that game as chances are I've already done so!)

I tested it with Riper Roo and works perfect so far. I didn't expect that the script would include/extract the actor model textures too, saves a lot of work from searching all the textures individually. All this wait was worth it, thank you so much for this!!
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(08-01-2019, 05:17 PM)Random Talking Bush Wrote:
(07-31-2019, 10:22 PM)Chris Shade Wrote: I wonder if your EMD importer could work on later games of Kamen Rider like Climax Fighters?
That game (and by extension Climax Scramble) uses Unity instead, so all you need is AssetStudio for it! Saves me the work of having to write a new script, heh.



Anyway, it's time for me to crash.

[Image: VBEvOas.png]

https://mega.nz/#!60Y0CCCT!bJfCRa_fnvWSL...i9ov8Gv_9Q

I'm not 100% satisfied with the way the script is -- there's still tons of props that won't import for whatever reason. I'll have to look into fixing those sometime later since I've got higher priorities (e.g. updating/fixing my Telltale, BFRES and Tamsoft scripts), but here's my Crash Bandicoot: N-Sane Trilogy / Crash Team Racing Nitro-Fueled model importing script, finally. I've been sitting on this script for too long -- keep in mind how it was originally written for and intended to be released for N-Sane Trilogy.

And as an additional note, the textures are only semi-applied to the models upon importing. Since the actual texture names are stored in a completely different file (in the "materialinstances" folder), it only applies the material names and sets up placeholders which you can swap out through either the Asset Tracking or the Material Editor windows. But on that note, feeding the respective "materialinstances" file(s) into the script as if they were models should output the necessary names into the MAXScript listener window.

Also here's the *.PAK extraction script that aluigi originally wrote for MUA2 that I tweaked specifically for Crash's archives:

https://mega.nz/#!6xIgASzA!mF8pbb-tv2Akx...QS5SHhpAF4

(Also I've got a whole bunch of Crash Team Racing character models that are pretty much ready to upload soon, so be sure to ask me first before ripping anything from that game as chances are I've already done so!)

Thank you very much! The script works really well with the NST models. I started checking a few CTR models and for now, the only issue i found was this one with the Princess Coco skin. Here's a comparison with the NST model. I didn't check if this is happening with the other characters.
Looks like her default model from CTR is working fine too.

 [Image: unknown.png?width=929&height=416]
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(08-01-2019, 05:17 PM)Random Talking Bush Wrote:
(07-31-2019, 10:22 PM)Chris Shade Wrote: I wonder if your EMD importer could work on later games of Kamen Rider like Climax Fighters?
That game (and by extension Climax Scramble) uses Unity instead, so all you need is AssetStudio for it! Saves me the work of having to write a new script, heh.



Anyway, it's time for me to crash.

[Image: VBEvOas.png]

https://mega.nz/#!60Y0CCCT!bJfCRa_fnvWSL...i9ov8Gv_9Q

I'm not 100% satisfied with the way the script is -- there's still tons of props that won't import for whatever reason. I'll have to look into fixing those sometime later since I've got higher priorities (e.g. updating/fixing my Telltale, BFRES and Tamsoft scripts), but here's my Crash Bandicoot: N-Sane Trilogy / Crash Team Racing Nitro-Fueled model importing script, finally. I've been sitting on this script for too long -- keep in mind how it was originally written for and intended to be released for N-Sane Trilogy.

And as an additional note, the textures are only semi-applied to the models upon importing. Since the actual texture names are stored in a completely different file (in the "materialinstances" folder), it only applies the material names and sets up placeholders which you can swap out through either the Asset Tracking or the Material Editor windows. But on that note, feeding the respective "materialinstances" file(s) into the script as if they were models should output the necessary names into the MAXScript listener window.

Also here's the *.PAK extraction script that aluigi originally wrote for MUA2 that I tweaked specifically for Crash's archives:

https://mega.nz/#!6xIgASzA!mF8pbb-tv2Akx...QS5SHhpAF4

(Also I've got a whole bunch of Crash Team Racing character models that are pretty much ready to upload soon, so be sure to ask me first before ripping anything from that game as chances are I've already done so!)

It works!
[Image: EA8bFQtVUAYcBx2.png]

Who do you already have ripped? I've seen Crunch and Trance already ripped on that Prawn guy's videos.
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(08-01-2019, 09:32 PM)Guimian Wrote: Thank you very much! The script works really well with the NST models. I started checking a few CTR models and for now, the only issue i found was this one with the Princess Coco skin. Here's a comparison with the NST model. I didn't check if this is happening with the other characters.
Looks like her default model from CTR is working fine too.
Funnily enough, I think rigging issues like that one are just the way they are. There's only been one way I've seen weighting information stored in the game's files, and that's using either four or eight values that add up to 255 (and therefore the # / 255 is the percentage that's applied to those vertices). And on top of that, some of the rigging issues I've encountered (e.g. Oxide's chest being rigged ever so slightly to his jaw, and part of Zem's right eyelid being rigged to his eye root) appear to be consistent across most of their alternate skins and LOD models, so yeah.

(08-02-2019, 01:19 AM)Lolwutburger Wrote: Who do you already have ripped? I've seen Crunch and Trance already ripped on that Prawn guy's videos.
Yeah, those would be two of 'em. Full list of who I've got extracted: Big and Small Norm, Chick & Stew, Crunch, Geary, Krunk, N. Trance, Nash, Nitros Oxide, Penta Penguin, Polar, Pura, Zam and Zem, plus all of their alternate skins where available. I'll most likely start uploading their models to the site in the next few days.
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(08-02-2019, 01:55 AM)Random Talking Bush Wrote:
(08-02-2019, 01:19 AM)Lolwutburger Wrote: Who do you already have ripped? I've seen Crunch and Trance already ripped on that Prawn guy's videos.
Yeah, those would be two of 'em. Full list of who I've got extracted: Big and Small Norm, Chick & Stew, Crunch, Geary, Krunk, N. Trance, Nash, Nitros Oxide, Penta Penguin, Polar, Pura, Zam and Zem, plus all of their alternate skins where available. I'll most likely start uploading their models to the site in the next few days.

Cool, I've been ripping a chunk of the other characters as well, such as the Nitro Squad and some of the enemies like the lab asses and the skunk.

[Image: EA8mEfmU8AAKX1b.jpg]
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(08-02-2019, 01:55 AM)Random Talking Bush Wrote:
(08-01-2019, 09:32 PM)Guimian Wrote: Thank you very much! The script works really well with the NST models. I started checking a few CTR models and for now, the only issue i found was this one with the Princess Coco skin. Here's a comparison with the NST model. I didn't check if this is happening with the other characters.
Looks like her default model from CTR is working fine too.
Funnily enough, I think rigging issues like that one are just the way they are. There's only been one way I've seen weighting information stored in the game's files, and that's using either four or eight values that add up to 255 (and therefore the # / 255 is the percentage that's applied to those vertices). And on top of that, some of the rigging issues I've encountered (e.g. Oxide's chest being rigged ever so slightly to his jaw, and part of Zem's right eyelid being rigged to his eye root) appear to be consistent across most of their alternate skins and LOD models, so yeah.

Oof, looks like they made some mistakes when making the LOD models, then... At least is not difficult to manually fix this by using weight painting.
Thanks for the answer and for the hard work!
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(08-01-2019, 05:17 PM)Random Talking Bush Wrote:
(07-31-2019, 10:22 PM)Chris Shade Wrote: I wonder if your EMD importer could work on later games of Kamen Rider like Climax Fighters?
That game (and by extension Climax Scramble) uses Unity instead, so all you need is AssetStudio for it! Saves me the work of having to write a new script, heh.



Anyway, it's time for me to crash.

[Image: VBEvOas.png]

https://mega.nz/#!60Y0CCCT!bJfCRa_fnvWSL...i9ov8Gv_9Q

I'm not 100% satisfied with the way the script is -- there's still tons of props that won't import for whatever reason. I'll have to look into fixing those sometime later since I've got higher priorities (e.g. updating/fixing my Telltale, BFRES and Tamsoft scripts), but here's my Crash Bandicoot: N-Sane Trilogy / Crash Team Racing Nitro-Fueled model importing script, finally. I've been sitting on this script for too long -- keep in mind how it was originally written for and intended to be released for N-Sane Trilogy.

And as an additional note, the textures are only semi-applied to the models upon importing. Since the actual texture names are stored in a completely different file (in the "materialinstances" folder), it only applies the material names and sets up placeholders which you can swap out through either the Asset Tracking or the Material Editor windows. But on that note, feeding the respective "materialinstances" file(s) into the script as if they were models should output the necessary names into the MAXScript listener window.

Also here's the *.PAK extraction script that aluigi originally wrote for MUA2 that I tweaked specifically for Crash's archives:

https://mega.nz/#!6xIgASzA!mF8pbb-tv2Akx...QS5SHhpAF4

(Also I've got a whole bunch of Crash Team Racing character models that are pretty much ready to upload soon, so be sure to ask me first before ripping anything from that game as chances are I've already done so!)
SO, first of all how did you convert the bones? I thought they are in hkx format in the behaviors folder? And the importer won't work on levels because they have 1 differences in offset.
That's all for now i guess rip igzmodelconverter
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(08-02-2019, 06:34 AM)AdventureT Wrote:
(08-01-2019, 05:17 PM)Random Talking Bush Wrote:
(07-31-2019, 10:22 PM)Chris Shade Wrote: I wonder if your EMD importer could work on later games of Kamen Rider like Climax Fighters?
That game (and by extension Climax Scramble) uses Unity instead, so all you need is AssetStudio for it! Saves me the work of having to write a new script, heh.



Anyway, it's time for me to crash.

[Image: VBEvOas.png]

https://mega.nz/#!60Y0CCCT!bJfCRa_fnvWSL...i9ov8Gv_9Q

I'm not 100% satisfied with the way the script is -- there's still tons of props that won't import for whatever reason. I'll have to look into fixing those sometime later since I've got higher priorities (e.g. updating/fixing my Telltale, BFRES and Tamsoft scripts), but here's my Crash Bandicoot: N-Sane Trilogy / Crash Team Racing Nitro-Fueled model importing script, finally. I've been sitting on this script for too long -- keep in mind how it was originally written for and intended to be released for N-Sane Trilogy.

And as an additional note, the textures are only semi-applied to the models upon importing. Since the actual texture names are stored in a completely different file (in the "materialinstances" folder), it only applies the material names and sets up placeholders which you can swap out through either the Asset Tracking or the Material Editor windows. But on that note, feeding the respective "materialinstances" file(s) into the script as if they were models should output the necessary names into the MAXScript listener window.

Also here's the *.PAK extraction script that aluigi originally wrote for MUA2 that I tweaked specifically for Crash's archives:

https://mega.nz/#!6xIgASzA!mF8pbb-tv2Akx...QS5SHhpAF4

(Also I've got a whole bunch of Crash Team Racing character models that are pretty much ready to upload soon, so be sure to ask me first before ripping anything from that game as chances are I've already done so!)
SO, first of all how did you convert the bones? I thought they are in hkx format in the behaviors folder? And the importer won't work on levels because they have 1 differences in offset.
That's all for now i guess rip igzmodelconverter
If I recall correctly, there's bone data in the .igz as well. You can see it by using the igz editor tool on an actor file.
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Hi,

I am just wondering if anyone has tried to do anything with Gintama Rumble .dat and .tmd files?
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does the script for Tokyo Mirage Sessions #FE also supports animations?
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(08-22-2019, 09:16 AM)Makoto Wrote: does the script for Tokyo Mirage Sessions #FE also supports animations?
No, none of my scripts allow for animation importing, only models.
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