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 - Demonslayerx8 - 05-01-2021 (05-01-2021, 05:21 AM)Lugana Rysniq Wrote: New Pokemon Snap uses NUMSHB he already knows and he's working on a NUMSHB update to the smash script to work with the New Pokemon Snap model files. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 05-01-2021 (05-01-2021, 05:21 AM)Lugana Rysniq Wrote: New Pokemon Snap uses NUMSHBAlready known: (04-30-2021, 08:34 PM)Random Talking Bush Wrote: The models themselves are almost identical format-wise to the ones seen in Super Smash Bros. Ultimate, with the majority of the changes being for the NUMATB files (most of their information is now split into MATINSTB files). I'll be revising my SSBU MaxScript to import those correctly sometime soon. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Carpaccio - 05-05-2021 (03-08-2021, 05:37 PM)Carpaccio Wrote: Hey, I was just wondering if you had done any research into Disgaea 6's files and such, since it uses models now and there's DLC with prior game characters. It's released in Japan, but it's gonna be released in the US some time in June...long time to wait. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - gamelaster - 05-21-2021 (05-02-2019, 05:06 PM)Random Talking Bush Wrote:(05-02-2019, 12:18 PM)06pori Wrote: I tried to convert "Natsurio High School"'s model. with your Tamsoft_TMD.msYeah, I didn't have a whole lot of samples for those. I do now, so when I get a chance to update the script I'll be sure to make sure those ones work too. Sorry to bother, i am trying import map models Natsuiro High School ps3 using your script in 3ds max 2017, but nothing happened, others models chars work. Help me please, update the script to import the 3d models maps archive 3d model map RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 05-26-2021 Three scripts have now been updated! Wii U & Nintendo Switch - BFRES Importer Code: Fixed certain Miitopia models (e.g. Dark Lord) not importing due to an undefined vertex type (1 long integer for bone IDs). Super Smash Bros. Ultimate / New Pokémon Snap - NUMDLB/NUMSHB Importer Code: Added support for models from New Pokémon Snap. Super Smash Bros. Ultimate / New Pokémon Snap - NUTEXB to DDS Converter Code: Added ATI2 and BC6H_SF16 (both used in New Pokémon Snap). Textures also now use basenames instead of internal names due to Snap's ridiculously-long filenames. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Dapple-Drawings - 05-27-2021 Ah, I’m trying to figure out how to hunt down the model of Rinne from Bravely Default. No idea what I’m doing though... Anybody able to offer help or give some tips? Assistant is much appreciated! RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Dapple-Drawings - 05-29-2021 I think I've found an APK of Bravely Default Fairy's Effect if that's helpful to anyone... https://m.apkpure.com/bravely-default-fairy-s-effect/com.square_enix.bdfejpn Don't know if it'd be easy to rip the character models from this or not... RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Arsenal - 06-19-2021 (04-28-2021, 03:13 AM)Err0ne0us Wrote:(11-23-2017, 09:09 PM)Random Talking Bush Wrote: Yeah you gotta use Random Talking Bush's super epic Max Script in 3ds max, and for getting eno takes the using the bms script with QuickBMS and then hex editing for the right parts of the files and manually saving out as eno. We're trying to mess with it in the Sonic Ripping Hub on discord UyEgu8M (sidenote, so hype for the day we can finally rip zero gravity and free riders stages) RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Carpaccio - 07-06-2021 Hey hey, Disgaea 6 has finally been released! I saw you managed to get the sprites of the character cut-ins and portraits and such. Are you going to be able to get the models as well? I'd love to have them! RE: Random Talking Bush's Model Importers and QuickBMS Scripts - pigeon9999 - 07-06-2021 I'm having problems with Crash Team Racing PS4. The IGZ texture extractor does not extract to .png. How can I get the .png format? Thanks, RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Deep Weeb - 07-27-2021 MT Framework, again... With the release of The Great Ace Attorney, the MT Framework .tex BMS could see an update as it displays garbage again. (Also, trying to open the .arc files on Noesis will display an error message and not dump any of the actual models.) RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Fewtch - 09-13-2021 Man, I cant get ANY of the texture tools Ive found for DKTF to work as intended, even though they've supposedly been built off of your scripts (that dont seem to work for me either) Converting to GTX returns scrambled image data Object conversion works as intended https://github.com/leamsii/DK-Tropical-Freeze-Model-Extractor Any help at all with this would be greatly appreciated RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Kold-Virus - 09-14-2021 How did you get that model exporter tool to work?? RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Fengo - 11-12-2021 Here's a bit of a crosspost from a thread I posted in ripping help asking about Ridge Racer Vita. I managed to get an old version of 3DS Max working on a different computer, which is great. What's not so great is the models import, uh, kind of broken. Random parts don't work. Redstone Thunder Road is one that really doesn't like to work, but Oceanfront Cruise Way is also rather broken. The Pokken/Touch my Katamari which says it works with Ridge Racer Vita, and at least for the cars it works, which is fine. The tracks.. kind of break in all sorts of ways. Usually polygons flying everywhere and looking alarmingly unusable. Not sure if the script can be updated or fixed at all, but I posted files here just cause. The NUDs and NUT are all extracted too. Oceanfront Cruise Way and Redstone Thunder Road: https://we.tl/t-503UO5f4jV Edit 1/14/2022 updated link RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 01-28-2022 It's January 28th, and you know what that means... What's this? My Pokémon GFBMDL script is evolving! *music plays* Congratulations! Your GFBMDL script has evolved into a GFBMDL and TRMDL script! Yep, Pokémon Legends: Arceus uses a variant on the GFBMDL model format seen in Let's Go and Sword/Shield, so one script rewrite later, and... Code: Added support for Pokémon Legends: Arceus. https://mega.nz/file/GkwF1QiK#VuNPb2qIQ-PAuCTp09VQlpAyYWKAhrQofo6ijdTK24c Models are all housed in the usual spot. Also, important things to note -- the majority of the game's models (including all of the Pokémon themselves) all use colour masks, so don't be surprised if you convert textures only to find out that they're pure white. The layer mask ("lym") textures do all of the heavy lifting, and I've set up my script to automatically colourize the models if you've batch-converted the BNTX files directly to PNG. Also, player trainer models have to be imported in a specific order -- p2_base0001_00_default first, and then either p1_face0001_00_default for Rei, or p2_face0001_00_default for Akari. Afterwards, the other model parts can be imported in any order. Common NPCs (the "cc" folder) require you to import cc_base0001_00_young_m before any outfit or head models, and, uh... They all use the exact same bone structure. Enjoy seeing cursed proportions for a bunch of 'em! (...Now to get around to fixing up a few other scripts of mine. Eventually.) (EDIT: Did another adjustment to said script.) Code: Tweaked Pokémon Legends: Arceus models to correctly use Physical materials if using 3DS Max 2017 or above, and build / assign roughness and metalness maps accordingly. |