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Random Talking Bush's Model Importers and QuickBMS Scripts - Printable Version

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RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Carpaccio - 12-25-2018

Well I think we all know what everyone's waiting for now!

Also, Happy Holidays unto you, wonderful genius you.


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - ItsMeGamerAndBFDIer7 - 01-01-2019

(11-16-2018, 06:42 PM)Random Talking Bush Wrote:
(11-08-2018, 11:09 PM)ItsMeGamerAndBFDIer7 Wrote:
(11-08-2018, 09:07 PM)ItsMeGamerAndBFDIer7 Wrote: Oh no. I guess I have to use Autodesk 3DS Max for the model importers, which is only free for one month. And you have to pay for the full version. Why can't the full version be free? I just want to submit models from Mario Party 10 on The Models Resource, because there are no models from Mario Party 10 on that site.

Seriously. Why not Blender?
I've been using 3DS Max for a long time (ever since 3DS Max 7), so that would explain why my scripts are only for that program. If there was enough interest, then people could try converting 'em to something Blender can read (which I think only like three people have asked me about previously).
OK, I guess I am going to have to write Blender importing scripts myself.


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Lugana Rysniq - 01-03-2019

the TMD Scripts works with Peach Ball Senran Kagura but the Costume Files are compressed in a TZP. idk what to do with em.


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 01-03-2019

(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!dHDEkTw4i6l1aSaJ9cfEwknFaQcT3cspaarDNghoBoQ



...

Oh yeah, I guess I kinda wrote a Super Smash Bros. Ultimate model importer a while back, didn't I?

[Image: qwsZcXN.png]
NUMDLB Model MaxScript
NUTEXB-to-DDS Texture QuickBMS Script
Model-ripping project thread


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Mysticus - 01-23-2019

SENRAN KAGURA Burst Re:Newal is now released in Steam!
Isn't about time to upgrade your SK PC script, RTB?


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Lugana Rysniq - 01-23-2019

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)

[Image: OrRKsQZ.png]
the format has never changed.
wish it worked on Maps tho.


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Mysticus - 01-24-2019

But the question is how can I extract .dat files exported from .cat files?


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - anime663 - 01-24-2019

Hi~
I was just wondering, is there any progress on the Gintama Rumble TMD files?  Smile


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Kold-Virus - 01-24-2019

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 Sad


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - ArthurLopes - 01-29-2019

is there a way to open the hyperdevotion .mdl models?


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 01-29-2019

(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:

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 Sad
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~
I was just wondering, is there any progress on the Gintama Rumble TMD files?  Smile
Eventually, still in my plans.


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Kold-Virus - 01-30-2019

(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? Smile


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Lilothestitch - 02-07-2019

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.




RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Sonicfan1123 - 02-13-2019

Will you ever add support for ripping animations to your BFRES ripper?


RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 02-14-2019

(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? Smile
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.