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Random Talking Bush's Model Importers and QuickBMS Scripts
i asked this before but i didn't explain it enough i guess, i have been racking my brain trying to finish this script that has remained unfinished for a long time, and make it so that when files are exported they don't become giant messy blobs of messed up polygons. but i can't understand how these scripts work, i was just wondering if you could try and finish the script and make it so that the models don't rip out all messed up. If you can i'd really appreciate it! Big Grin Here's the link to the script http://ps23dformat.wikispaces.com/file/v...dsBeta.bms
Also known as Aishi.
Agent 3, you may be an annoying dark souls incarnation of a boss but i swear to all things holy and graceful i love you, you edgy son of a blowfish!
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Will this script have the ability to import BFRES animations?
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Sorry if this is a stupid question, but are the 'MRA' labelled textures supposed to be the spec maps?

Edit: Also I've been messing with the Rainbow Curse models, and I'm having trouble with Claycia. Neither version loads her face under the mask...which...for the good version the mask shouldn't even be there. Is there a proper model of her Good Version anywhere?
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Oh, and how do I convert the png files to dds? I actually recieved the Kirby DDS files from a friend, and I don't know how to confirm someone like Morpho's dds files.
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(04-27-2018, 10:04 PM)SunSunne Wrote: Oh, and how do I convert the png files to dds? I actually recieved the Kirby DDS files from a friend, and I don't know how to confirm someone like Morpho's dds files.

Noesis works well with these, actually.
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(04-22-2018, 04:33 PM)ecumber05 Wrote: Will this script have the ability to import BFRES animations?
Unfortunately not right now, I don't know the first thing about importing those. But if someone's willing to help out with that (teaching me how to import keyframes and such), I might be able to do so at a later time.

Anyway, speaking of the BFRES script, here's another hotfix for it.

Code:
Fixed Switch models with three bone IDs not importing correctly (e.g. various models in Labo).
https://mega.nz/#!zkwQEKTL!ByuKIAyzxTPql...w4Zn9H7oio
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ur welcome for me being the tester on those LABO models (rip my life)

:v
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Does the Mario Tennis: Ultra Smash decompression work with Mario Tennis Aces?
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(05-26-2018, 08:32 PM)Domineu Wrote: Does the Mario Tennis: Ultra Smash decompression work with Mario Tennis Aces?
It does, actually. Exact same compressions.

Make sure to use the recently-but-slightly-updated script in the first post that I just uploaded, just in case.
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Thanked by: Domineu
I have a problem with the Star Allies script. When I use it, QuickBMS doesn't give me any sign of an error. However, when I try to run any other script/program, it gives me error messages. 

Here are some examples of what I mean:


[Image: untitled_drawing_by_mochitachi70-dcb4y8d.png]
[Image: screenshot_by_mochitachi70-dcb4y61.png]
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You're using the wrong script for those, the "BFRES_Textures.bms" script only works for the BFRES files from Wii U games. What you're looking for is the one listed as "Nintendo Switch - BNTX, BFRES and BFFNT to DDS" in the first post ("Switch_BNTX.bms").
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(05-31-2018, 08:50 AM)Random Talking Bush Wrote: You're using the wrong script for those, the "BFRES_Textures.bms" script only works for the BFRES files from Wii U games. What you're looking for is the one listed as "Nintendo Switch - BNTX, BFRES and BFFNT to DDS" in the first post ("Switch_BNTX.bms").

Thank you! Yes, I was using WiiU scripts all this time, I didn't think they would be different.
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(06-03-2018, 02:57 PM)Mochitachi70 Wrote: Thank you! Yes, I was using WiiU scripts all this time, I didn't think they would be different.
Yeah, despite using the exact same filenames, they're actually very different, so I don't blame you for getting it mixed up there. Tongue
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Updated the games list for the ISM2 importer, since I found out these ones also use the same formats:

Code:
Dark Rose Valkyrie (PC / PS4)
Mary Skelter: Nightmares (Vita)
MeiQ: Labyrinth of Death (Vita)
Moe Crystal (Vita)
Moe / Moero Chronicle (PC / Vita)
Sorcery Saga: Curse of the Great Curry God (PC / Vita)

Megadimension Neptunia VIIR, on the other hand, uses a completely different engine and isn't compatible.
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So uh, I hate to be irksome, but when do you think you'll be able to update the Telltale script to work with Sam and Max Season 3 and maybe Tales of Monkey Island?
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