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So what's the format of the models? Are they NUD like Smash?
Also, where can we get the files from this game? Unfortunately, I can't run homebrew and dump the disc myself because my Wii U decided to have its laser crap out.
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(05-12-2016, 07:25 AM)Tiberious Wrote: So what's the format of the models? Are they NUD like Smash?
Also, where can we get the files from this game? Unfortunately, I can't run homebrew and dump the disc myself because my Wii U decided to have its laser crap out.
u can try digital version of pokken, or borrow a friends wiiu to dump. or look for a rx compatible version online.
or just wait for people to upload the models. The models are indeed the same format as smash, but the bones are built inside of them, so it's gonna take a new script to import to max.
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05-12-2016, 11:24 AM
(This post was last modified: 05-12-2016, 11:29 AM by ghostpotato.)
(05-11-2016, 11:10 PM)[email protected] Wrote: https://github.com/Sammi-Husky/Pokken-Tools/releases
There we go. It's not 100% tested yet, so if any files don't decrypt properly let me know. I'll be adding future features like decrypting all files in a directory or something later. Also remember this is a decrypter not an extractor! that may or may not come later
I can't seem to get this to work. I open the .drp file with it and it gives me a .dec file. What do I do from here? And yes, I did see that it isn't an extractor, so I tried both the .drp file and the .dec file in RTB's .bms script, and I got a file with no extension.
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!
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(05-12-2016, 11:24 AM)ghostpotato Wrote: (05-11-2016, 11:10 PM)[email protected] Wrote: https://github.com/Sammi-Husky/Pokken-Tools/releases
There we go. It's not 100% tested yet, so if any files don't decrypt properly let me know. I'll be adding future features like decrypting all files in a directory or something later. Also remember this is a decrypter not an extractor! that may or may not come later
I can't seem to get this to work. I open the .drp file with it and it gives me a .dec file. What do I do from here? And yes, I did see that it isn't an extractor, so I tried both the .drp file and the .dec file in RTB's .bms script, and I got a file with no extension.
Use notepad/notepad++ or hex editor to view files header. If first four symbols are "NTWD" means that you can use RTB's texture export script on this file. Then use somethig like xnshell to conver it to png or somethig else.(dont use dds viewer, because it wont even load file or will load it correctly)
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05-12-2016, 11:58 AM
(This post was last modified: 05-12-2016, 11:59 AM by ghostpotato.)
(05-12-2016, 11:52 AM)CHEMI6DER Wrote: (05-12-2016, 11:24 AM)ghostpotato Wrote: (05-11-2016, 11:10 PM)[email protected] Wrote: https://github.com/Sammi-Husky/Pokken-Tools/releases
There we go. It's not 100% tested yet, so if any files don't decrypt properly let me know. I'll be adding future features like decrypting all files in a directory or something later. Also remember this is a decrypter not an extractor! that may or may not come later
I can't seem to get this to work. I open the .drp file with it and it gives me a .dec file. What do I do from here? And yes, I did see that it isn't an extractor, so I tried both the .drp file and the .dec file in RTB's .bms script, and I got a file with no extension.
Use notepad/notepad++ or hex editor to view files header. If first four symbols are "NTWD" means that you can use RTB's texture export script on this file. Then use somethig like xnshell to conver it to png or somethig else.(dont use dds viewer, because it wont even load file or will load it correctly)
This worked. Thanks so much!
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!
05-12-2016, 04:43 PM
(This post was last modified: 05-12-2016, 07:47 PM by Random Talking Bush.)
I noticed there are some problems with converting the font textures, so after I fix that up, you can try again with your submission, CHEMI6DER.
(EDIT: Updated the script to support ATI1 and RGBA8888 textures, which will fix the broken font textures.)
(EDIT 2: And now I've fixed DXT3, which was used for a bunch of the effect textures.)
(EDIT 3: Another fix, for ARGB8888, not to be confused with RGBA8888.)
05-12-2016, 08:29 PM
(This post was last modified: 05-12-2016, 11:49 PM by Random Talking Bush.)
Model format's pretty much the exact same as Smash Bros., just with the endianness flipped. Even the bone structures are the same as SSB4U's!
So needless to say, I'll probably have the importer up within the next few days hours!
05-12-2016, 11:48 PM
(This post was last modified: 05-13-2016, 03:37 PM by Random Talking Bush.)
Apologies for the triple-post, but...
Model importer MaxScript
Model files (minus the stages, I'll prepare and upload 'em sometime tomorrow)
You guys know what to do. Lemme know if there are any issues with the importer, as always.
(EDIT: Adjusted the script to have an option to disable vertex colours, enabled by default.)
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Hi everybody. I made a pack of all these tools and wrote automated bat files for it. You can check its thread on GbaTemp.
Download link.
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(05-12-2016, 11:48 PM)Random Talking Bush Wrote: Apologies for the triple-post, but...
Model importer MaxScript
Model files (minus the stages, I'll prepare and upload 'em sometime tomorrow)
You guys know what to do. Lemme know if there are any issues with the importer, as always.
How should I run the .ms file? If I run it with quickbms, it gives me this: "Error: invalid command "--" or arguments -1 at line 1".
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!
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It's a MaxScript, you need to run it from 3DS Max.
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05-13-2016, 04:48 PM
(This post was last modified: 05-13-2016, 10:30 PM by ghostpotato.)
(05-13-2016, 02:45 PM)The 100 Mega Shock! Wrote: It's a MaxScript, you need to run it from 3DS Max.
Sorry if this isn't the right place to ask, but where do I get 3DS Max?
EDIT: NVM, found it.
I don't know how to apply the bump maps for Super Mario Maker
PLEASE PM me if you know how!
Posts: 362
Threads: 8
Joined: Dec 2014
(05-12-2016, 11:48 PM)Random Talking Bush Wrote: Apologies for the triple-post, but...
Model importer MaxScript
Model files (minus the stages, I'll prepare and upload 'em sometime tomorrow)
You guys know what to do. Lemme know if there are any issues with the importer, as always.
(EDIT: Adjusted the script to have an option to disable vertex colours, enabled by default.)
You think we should move this to Project Organization soon?
Some guy who just lurks this place nowadays.
(05-13-2016, 05:56 PM)nobody231 Wrote: (05-12-2016, 11:48 PM)Random Talking Bush Wrote: Apologies for the triple-post, but...
Model importer MaxScript
Model files (minus the stages, I'll prepare and upload 'em sometime tomorrow)
You guys know what to do. Lemme know if there are any issues with the importer, as always.
(EDIT: Adjusted the script to have an option to disable vertex colours, enabled by default.)
You think we should move this to Project Organization soon? I'd say a new one should be started. Since I'm the one working on the scripts in the first place, I'll go make one there in a bit.
Posts: 362
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(05-13-2016, 07:05 PM)Random Talking Bush Wrote: (05-13-2016, 05:56 PM)nobody231 Wrote: (05-12-2016, 11:48 PM)Random Talking Bush Wrote: Apologies for the triple-post, but...
Model importer MaxScript
Model files (minus the stages, I'll prepare and upload 'em sometime tomorrow)
You guys know what to do. Lemme know if there are any issues with the importer, as always.
(EDIT: Adjusted the script to have an option to disable vertex colours, enabled by default.)
You think we should move this to Project Organization soon? I'd say a new one should be started. Since I'm the one working on the scripts in the first place, I'll go make one there in a bit.
Alright.
Another question: Are the spec maps hidden in the alpha transparency of the normal maps? I'm guessing they are, because this is the same exact format as Sm4sh.
Some guy who just lurks this place nowadays.
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