Random Talking Bush's Model Importers and QuickBMS Scripts - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: General Ripping (https://www.vg-resource.com/forum-145.html) +--- Thread: Random Talking Bush's Model Importers and QuickBMS Scripts (/thread-29836.html) |
RE: Random Talking Bush's Model Importers and QuickBMS Scripts - RamCPUCandidate - 07-05-2020 i'm having issues using your Compile Heart ISM2 script, I've been trying to use it but everytime I keep getting this error, help? https://cdn.discordapp.com/attachments/486321666268463105/729472690188189706/unknown.png for context i am using a model of Anonydeath i have ripped from RB3. I have 3dsmax 2021. I have also tried some models my friend ripped from RB2 (specifically Neptune and her hairclips) but neither of those work either and turn up the same errors. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 07-05-2020 (07-05-2020, 06:05 PM)RamCPUCandidate Wrote: i'm having issues using your Compile Heart ISM2 script, I've been trying to use it but everytime I keep getting this error, help?You're definitely not the first person to ask me about it, seems to be an issue with newer 3DS Max versions (the newest I've got is 2018, so I guess I'll need to download 2021 later to investigate). For now, see what happens when you comment out / delete any lines with "mat.twosided". Either way, it might be something I can safely remove from later script updates without any repercussions. (06-27-2020, 06:56 AM)Makoto Wrote: Hi Rtb, I was tryong to rip models from yoshi wooly world(mainly interested in player model, poochie and testmap009) but the files i have are in gfa format, not bfres, and so your script doesn't find them. It doesn't seem like they need to be extracted with another script according to 1st page...It's been a while since I've extracted those, but I think the "Epic Yarn" QuickBMS script from aluigi's page should work with those. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - RamCPUCandidate - 07-05-2020 alright thank you very much, i will log what happens here; after deleting twosided, 'diffusemap' becomes the problem with the same error. after diffusemap is deleted: opacityMap is the error after deleting opacityMap, it works. i guess newer 3dsmax changed something about materials. the model imports untextured but that was easy for me to fix by dragging and dropping the texture, except for one thing; i assume the script would do this but i do not know of a way to add in the texture 'toon_shadow' that comes in most of the 00# texture folder. i am going to assume this is an unneeded texture and mainly used for the actual game it came from? RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 07-05-2020 (07-05-2020, 09:26 PM)RamCPUCandidate Wrote: alright thank you very much, i will log what happens here;Hrm, sounds like it's something I'll need to set up a version check for then. But anyway, regarding the toon_shadow texture, I'm honestly not sure. While I know the "gradient" variants for those are meant to act as a "lightwarp" (something I've never tried rendering in 3DS Max yet), I'm not sure how the "palette" variants work (I'm assuming they control the outline colors for certain parts of the model). RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Lilothestitch - 07-08-2020 Will there be an update for the Telltale Almost All in One Model Importer Script to support The Walking Dead: The Telltale Definitive Series? RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Makoto - 07-10-2020 (07-05-2020, 08:59 PM)Random Talking Bush Wrote:it worked, thanks!(06-27-2020, 06:56 AM)Makoto Wrote: Hi Rtb, I was tryong to rip models from yoshi wooly world(mainly interested in player model, poochie and testmap009) but the files i have are in gfa format, not bfres, and so your script doesn't find them. It doesn't seem like they need to be extracted with another script according to 1st page...It's been a while since I've extracted those, but I think the "Epic Yarn" QuickBMS script from aluigi's page should work with those. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - soul117eater - 07-28-2020 Hi RTB, any news on a NUCC importer for cyberconnect 2 Naruto storm game xfbin files? I take it that it’s a really frustrating filetype to properly decrypt/unpack fully? I know ZealotTormunds has made a lot of headway with their modding API for ninja storm 4, but I have no idea what the current state of affairs with that is at the moment. Like, zealottormunds has already been able to import chunks of the free roam village from storm 1 into a storm 4 stage builder mod with his development tools RE: Random Talking Bush's Model Importers and QuickBMS Scripts - 8Yaron8 - 07-29-2020 Hi RTB, thank you for porting many Neptunia models and for this script that allows to port them. I had 2 questions - how to import body groups of faces of the main characters (variations of the eyes and mouths), I did not understand how "Parse Face.ANM" works. The second question - is it possible to create a animation import script from these games (Neptunia Rebirt 1-3, Megadimension VII and Fairy Fencer F Advent Dark Force)? I would like to use motions in SFM animations, otherwise motions from 4 Goddesses online (Unreal engine) are not enough for me. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Pinkupi13 - 09-08-2020 hello, i've been able to use the new script on splatoon 2 models perfectly fine, except there's a new problem, one of the models has an incorrect UV layout when imported this even carries over to importing them to blender but it's visible in 3DS Max as well. it basically looks impossible to fix the model in question is Lft_OctBoss_Octa.Nin_NX_NVN.szs it's specifically from octo expansion RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 10-17-2020 Massive update to my Telltale Games "Almost-All-in-One" Model Importer! Code: Added support for Strong Bad's Cool Game for Attractive People Episodes 2-5, and Wallace & Gromit's Grand Adventures Episodes 1-3. "Version 1" games are still unsupported though... https://mega.nz/file/GoxUjDIK#eRNDzrWm8eYab7ezpgUqwSx62UFnOV_SELh0LcK1do0 Plus a not-so-massive update to the BFRES Importer, squashing a few bugs spotted by Centrixe: Code: Discovered a bone flag's purpose and by doing so fixed certain models with bone scaling (e.g. Enm_RailKingPilot / DJ Octavio from Splatoon 2) which were improperly scaled. https://mega.nz/file/ip5gmBLY#scm4-8kV7rTYssfPfQIQ754FfW4EydsydN2mhrseaMA (Also I don't have any answers to the previous comments yet, please understand.) RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 10-19-2020 Another Telltale update, already: Code: Fixed SKL files being broken for Strong Bad's CG4AP Episodes 2-5 and Wallace & Gromit, I accidentally removed a line of code I shouldn't have before the previous update's release. https://mega.nz/file/PpJ3XYZB#l6pnEgrIvprbr6kucTKPZwuboWLvF9-AlyfZ_61n02g RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Carpaccio - 10-19-2020 So uh...no luck on Sam & Max Season 3 I guess? RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 10-20-2020 (10-19-2020, 06:21 PM)Carpaccio Wrote: So uh...no luck on Sam & Max Season 3 I guess?Not just yet, unfortunately. While I have everything leading up the models being imported for those, I still haven't been able to figure out what kind of compression they use for those (changing a single byte moves several vertices somehow). RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 11-24-2020 Code: Fixed SKL files being broken for Back to the Future's PS4 version (thanks, Strick!). https://mega.nz/file/PpJ3XYZB#l6pnEgrIvprbr6kucTKPZwuboWLvF9-AlyfZ_61n02g Expect another update for this script next week, when Sam & Max: Save the World's remastered version is released. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 12-03-2020 (11-24-2020, 08:17 PM)Random Talking Bush Wrote: Expect another update for this script next week, when Sam & Max: Save the World's remastered version is released.Like I said. Code: Added a whole bunch of bone and texture hashes from Sam & Max: Save the World Remastered. (And here's a quick comparison of Sam's model from the original and from the remaster.) I surprisingly didn't need to update my script itself this time, everything just worked out of the box. But since TTArchExt hasn't been updated with the game's decryption key, I'll post it here. Code: ttarchext -k 92CA9A8185E46473A2BFD6D17FC6CB88995A80D8AAC297E796519FA89AD9AE95D776627FB4C4A6B9D6ECA99C6785B3DC92C49E64A0A292 It's funny how things have come full-circle now with that script. Sam & Max Season 1 was one of the first games I implemented, and now it's the latest one I've added. |