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 - Random Talking Bush - 02-06-2022 And another script update for the above, to fix up a few things: Code: Fixed models with more than 65536 vertices on a single mesh group (e.g. objects_area04_building01) failing to import. (Thanks, New3DsSuchti!) https://mega.nz/file/GkwF1QiK#VuNPb2qIQ-PAuCTp09VQlpAyYWKAhrQofo6ijdTK24c RE: Random Talking Bush's Model Importers and QuickBMS Scripts - YeraySL - 02-25-2022 Looks like some bntx's of Pokémon Legends Arceus(I dunno why I said Sword and Shield) are not opening, says unknown format and gets some things of the texture but not all https://cdn.discordapp.com/attachments/493153150820286464/946895990605103254/area05_0_0_heightmap.bntx offset filesize filename -------------------------------------- UNKNOWN FORMAT (2565) 00000000 4259968 area05_0_0_heightmap\area05_0_0_heightmap.UNKNOWN(2049-2049).dds - 1 files found in 8 seconds coverage file 0 100%! 36208910 9056360 . offset 000004a0 coverage file -1 100% 4259968 4259968 . offset 00410080 coverage file -2 11% 4259840 36208640 . offset 02288000 coverage file -3 100% 4259840 4259840 . offset 00410000 coverage file -4 100% 4259840 4259840 . offset 00410000 Press ENTER or close the window to quit RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 02-25-2022 (02-25-2022, 05:56 PM)YeraySL Wrote: Looks like some bntx's of Pokémon Sword and Shield are not opening, says unknown format and gets some things of the texture but not allShould be fixed now! Code: Fixed R16_FLOAT textures (e.g. Pokémon Legends: Arceus' terrain heightmaps) not being converted correctly. https://mega.nz/file/btohXKgL#nXbag8dGl1jWX91KSM9YYVctxQceFAqm27ngugnQsF8 If there are any others that fail to convert, lemme know and I'll fix 'em up. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - YeraySL - 02-25-2022 (02-25-2022, 08:50 PM)Random Talking Bush Wrote:(02-25-2022, 05:56 PM)YeraySL Wrote: Looks like some bntx's of Pokémon Sword and Shield are not opening, says unknown format and gets some things of the texture but not allShould be fixed now! K Thank you! Also i dunno why I said Sword and Shield when was Legends Arceus haha but thanks for your work!!! RE: Random Talking Bush's Model Importers and QuickBMS Scripts - YeraySL - 02-26-2022 Someone that got the textures told me its not the correct format, someone suggested: R16_UNSIGNED_NORMALIZED and another guy told me this: but they have a color range from 0-65535 instead of 0-1 RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Zero-Chan - 02-26-2022 (02-25-2022, 11:07 PM)YeraySL Wrote:(02-25-2022, 08:50 PM)Random Talking Bush Wrote:(02-25-2022, 05:56 PM)YeraySL Wrote: Looks like some bntx's of Pokémon Sword and Shield are not opening, says unknown format and gets some things of the texture but not allShould be fixed now! I actually think it's not a R16_Float, the format is pretty surely also not a R16_UNSIGNED_NORMALIZED, it's pretty surely R16UI. It's an integer texture, not a float texture, therefore it can not be normalized. So the script works, but is pretty much lossy right now. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 02-26-2022 (02-26-2022, 07:08 AM)YeraySL Wrote: Someone that got the textures told me its not the correct format, someone suggested: R16_UNSIGNED_NORMALIZED and another guy told me this: but they have a color range from 0-65535 instead of 0-1 (02-26-2022, 08:30 AM)Zero-Chan Wrote: I actually think it's not a R16_Float, the format is pretty surely also not a R16_UNSIGNED_NORMALIZED, it's pretty surely R16UI.Huh, are you sure? I just tried setting it to both UINT (which I noticed is also the way it's set up in Switch Toolbox) and UNORM (the other R16 format I've accounted for in the script), and the results were less than optimal for both. R16_FLOAT R16_UINT Also seems to conflict with my notes, where the second byte usually assumes the following suffixes: Code: 0x01 = UNORM RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 03-03-2022 Small update to my Kirby: Star Allies (also Kirby Fighters 2 / Super Kirby Clash) decompression script. Code: Added support for decompressing files from Kirby and the Forgotten Land's demo (and likely the full game). https://mega.nz/file/qpYgCJRa#ILdlIMiyZp6K8t3gqGETMLbhkXa2dmWJmL30eWJftI8 And yet another hotfix for the BFRES script to fix something that I accidentally broke earlier: Code: Fixed another dumb oversight, this time with the split UV layering option preventing models from importing correctly. https://mega.nz/file/PlwDUCxY#WGv0zIaA_Hth6hPeKRXSYLCqHswFwl1LlR5b9XMdk7I RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Kold-Virus - 03-03-2022 Holy mackerel you work fast RTB. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - BanhMi93 - 03-05-2022 (03-03-2022, 11:30 AM)Random Talking Bush Wrote: Small update to my Kirby: Star Allies (also Kirby Fighters 2 / Super Kirby Clash) decompression script.please make an importer for cmp bms code. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - kasumi777 - 03-05-2022 Need to update the compile heart import max scripts to work for the latest 3d max. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Random Talking Bush - 03-05-2022 (03-05-2022, 02:34 AM)kasumi777 Wrote: Need to update the compile heart import max scripts to work for the latest 3d max.Might be a bit before that happens, I discovered a few months ago that there are rigging issues with certain games that I'll need to fix up first. RE: Random Talking Bush's Model Importers and QuickBMS Scripts - Fengo - 03-12-2022 7 day link with two broken Ridge Racer Vita tracks. In reality all of the Vita tracks are equally as broken, but I'm not going to send every single track, that would be madness. one or two objects may import properly, but the rest are just a mess of faces that explode outward. edit: New 7 day link https://we.tl/t-5V25EnPWdf RE: Random Talking Bush's Model Importers and QuickBMS Scripts - denizka - 03-31-2022 Hi there! I'm working around reversing binary files of Senran Kagura Estival Versus. I got much progress with cat files parsing, meshes, animations, texturing, and shading on blender. time to time i upload new versions of blender file that can open binaries with internal python scripts. Only one thing, i'm leaving on linux os, so i using unix-like file locations for unpacking. if you tell me what to change for win or mac (seems on mac will be ok) i'll add it pick there RE: Random Talking Bush's Model Importers and QuickBMS Scripts - lilinachan - 04-03-2022 Hello! Do you know what to do with .atd files? I thought I'd find something here but I didn't >< |