(02-14-2019, 06:48 AM)Random Talking Bush Wrote: (02-07-2019, 01:15 AM)Lilothestitch Wrote: May I request a fix for the Telltale Almost-All-In-One Model Importer Script that fixes the rigging error with the lower body when you rotate the spine1 & pelvis bone? I tested it with The Walking Dead: Season 1, The Walking Dead: Season 2, The Walking Dead: Michonne & The Wolf Among Us. This is not something I can fix, the bone rotations/positions and rigging are pretty much identical to the original games.
RIP. I thought it was a rigging error or somsomething.
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02-15-2019, 08:48 PM
(This post was last modified: 02-15-2019, 08:49 PM by Sonicfan1123.)
This BFRES UV map is messed up when I import in 3ds Max 2019 with default settings. How to fix?
https://ufile.io/mzknm
(02-15-2019, 08:48 PM)Sonicfan1123 Wrote: This BFRES UV map is messed up when I import in 3ds Max 2019 with default settings. How to fix?
https://ufile.io/mzknm In this case, you need to mirror the textures themselves both horizontally and vertically, and then add a UVW XForm modifier to all of the polygon groups with the following settings -- U Tile: 0.5, V Tile: 0.5, U Offset: 0.0, V Offset: 0.5. If done correctly, it should look like this:
Nintendo sure loves their texture mirroring.
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(02-15-2019, 09:46 PM)Random Talking Bush Wrote: (02-15-2019, 08:48 PM)Sonicfan1123 Wrote: This BFRES UV map is messed up when I import in 3ds Max 2019 with default settings. How to fix?
https://ufile.io/mzknm In this case, you need to mirror the textures themselves both horizontally and vertically, and then add a UVW XForm modifier to all of the polygon groups with the following settings -- U Tile: 0.5, V Tile: 0.5, U Offset: 0.0, V Offset: 0.5. If done correctly, it should look like this:
Nintendo sure loves their texture mirroring. Would it be possible for you to update your script to automate this?
(02-15-2019, 10:04 PM)Sonicfan1123 Wrote: Would it be possible for you to update your script to automate this? Can't, it's just something that has to be done manually. It's not a "one size fits all" situation.
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02-18-2019, 05:07 PM
(This post was last modified: 02-18-2019, 05:27 PM by Sonicfan1123.)
So I made a discovery. Apparently, I can just export the models from 3ds Max with bugged uvs as is without fixing them at all, import them into Unity, and then from Unity, click on the textures, and set their wrap mode to mirror, and everything just works! No need to mess with modifiers or textures.
Can you add a checkbox to your script to clear all opacity maps from the materials? Because some models come out bugged without doing this.
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i see that there's scripts for a lot of the Compile Heart games, but the Genkai Tokki games are unfortunatly not included even though they were made by the same developer as the neptunia games. is there just no intrest in making converters/extractors for those games, or is the model format so different that a variation of the neptunia scripts won't be enough to work?
(02-21-2019, 06:03 PM)shadowmanga Wrote: i see that there's scripts for a lot of the Compile Heart games, but the Genkai Tokki games are unfortunatly not included even though they were made by the same developer as the neptunia games. is there just no intrest in making converters/extractors for those games, or is the model format so different that a variation of the neptunia scripts won't be enough to work? I took a look at 'em earlier, and apparently they use a completely different model format than the rest of their games.
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02-22-2019, 07:45 AM
(This post was last modified: 02-22-2019, 01:42 PM by shadowmanga.)
(02-21-2019, 08:32 PM)Random Talking Bush Wrote: (02-21-2019, 06:03 PM)shadowmanga Wrote: i see that there's scripts for a lot of the Compile Heart games, but the Genkai Tokki games are unfortunatly not included even though they were made by the same developer as the neptunia games. is there just no intrest in making converters/extractors for those games, or is the model format so different that a variation of the neptunia scripts won't be enough to work? I took a look at 'em earlier, and apparently they use a completely different model format than the rest of their games.
darn, my journey to somehow get those models must continue on then. thanks for taking the time to look at the files though.
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Is there anyway to export the animations?
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RTB, did you post a script here that allowed you to extract the .pac files of Mario & Sonic at the Rio 2016 Olympic Games?
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will the animation data for pokken tournament be extracted with these scripts too?
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04-03-2019, 08:39 PM
(This post was last modified: 04-03-2019, 08:39 PM by LolHacksRule.
Edit Reason: Full term of MTA
)
Hey RTB, a quick update for Mario Tennis Aces' CARCs, they use deflate compression then decompressing that will give the SARC.
Code: Mario Tennis Aces CARCs are just zlib compressed and it's easy to decompress the SARC. --Credits to aluigi--
04-03-2019, 08:59 PM
(This post was last modified: 04-03-2019, 09:07 PM by Random Talking Bush.)
(04-03-2019, 08:39 PM)LolHacksRule Wrote: Hey RTB, a quick update for Mario Tennis Aces' CARCs, they use deflate compression then decompressing that will give the SARC.
Code: Mario Tennis Aces CARCs are just zlib compressed and it's easy to decompress the SARC. --Credits to aluigi--
I actually had a QuickBMS script for those in the first post for quite some time (it's identical to Mario Tennis: Ultra Smash's compression), but thanks anyway.
Still not quite sure what to do about the CBTEX files...
(03-11-2019, 06:07 AM)manurocker95 Wrote: Is there anyway to export the animations? (03-25-2019, 09:36 PM)alteredillusion Wrote: will the animation data for pokken tournament be extracted with these scripts too? *shrug*
(02-14-2019, 06:48 AM)Random Talking Bush Wrote: I don't know the first thing about importing animations.
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(04-03-2019, 08:59 PM)Random Talking Bush Wrote: (04-03-2019, 08:39 PM)LolHacksRule Wrote: Hey RTB, a quick update for Mario Tennis Aces' CARCs, they use deflate compression then decompressing that will give the SARC.
Code: Mario Tennis Aces CARCs are just zlib compressed and it's easy to decompress the SARC. --Credits to aluigi--
I actually had a QuickBMS script for those in the first post for quite some time (it's identical to Mario Tennis: Ultra Smash's compression), but thanks anyway.
Still not quite sure what to do about the CBTEX files...
(03-11-2019, 06:07 AM)manurocker95 Wrote: Is there anyway to export the animations? (03-25-2019, 09:36 PM)alteredillusion Wrote: will the animation data for pokken tournament be extracted with these scripts too? *shrug*
(02-14-2019, 06:48 AM)Random Talking Bush Wrote: I don't know the first thing about importing animations.
There's surprisingly a couple of deflate compressed CBTEX'es in v2.3.0, maybe an older version too.
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