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Random Talking Bush's Model Importers and QuickBMS Scripts
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!)
Fixed trainer models erroring in non-ancient 3DS Max versions when importing out of the intended order. (Thanks, FreohrWeohnataKausta!)
Added an option to "simplify" materials upon importing, to assist with using the Render to Texture function to re-bake colourized Pokémon textures.

https://mega.nz/file/GkwF1QiK#VuNPb2qIQ-...o6ijdTK24c
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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/4...htmap.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

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Twitter: @ElChicoEevee
Youtube: ElChicoEevee
[Image: image.png]
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(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 all

https://cdn.discordapp.com/attachments/4...htmap.bntx
Should be fixed now!

Code:
Fixed R16_FLOAT textures (e.g. Pokémon Legends: Arceus' terrain heightmaps) not being converted correctly.

https://mega.nz/file/btohXKgL#nXbag8dGl1...7ngugnQsF8

If there are any others that fail to convert, lemme know and I'll fix 'em up.
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(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 all

https://cdn.discordapp.com/attachments/4...htmap.bntx
Should be fixed now!

Code:
Fixed R16_FLOAT textures (e.g. Pokémon Legends: Arceus' terrain heightmaps) not being converted correctly.

https://mega.nz/file/btohXKgL#nXbag8dGl1...7ngugnQsF8

If there are any others that fail to convert, lemme know and I'll fix 'em up.

K Thank you! Also i dunno why I said Sword and Shield when was Legends Arceus haha but thanks for your work!!!
Twitter: @ElChicoEevee
Youtube: ElChicoEevee
[Image: image.png]
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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
Twitter: @ElChicoEevee
Youtube: ElChicoEevee
[Image: image.png]
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(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 all

https://cdn.discordapp.com/attachments/4...htmap.bntx
Should be fixed now!

Code:
Fixed R16_FLOAT textures (e.g. Pokémon Legends: Arceus' terrain heightmaps) not being converted correctly.

https://mega.nz/file/btohXKgL#nXbag8dGl1...7ngugnQsF8

If there are any others that fail to convert, lemme know and I'll fix 'em up.

K Thank you! Also i dunno why I said Sword and Shield when was Legends Arceus haha but thanks for your work!!!

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.
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(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.
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.
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
0x02 = SNORM
0x05 = FLOAT / SF16 (same one for the texture above, 0x0A05)
0x06 = UNORM_SRGB
0x0A = UF16
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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#ILdlIMiyZp...L30eWJftI8

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_H...R5b9XMdk7I
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Thanked by: BanhMi93, Langtanium
Holy mackerel you work fast RTB.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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(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.
Code:
Added support for decompressing files from Kirby and the Forgotten Land's demo (and likely the full game).

https://mega.nz/file/qpYgCJRa#ILdlIMiyZp...L30eWJftI8

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_H...R5b9XMdk7I
please make an importer for cmp bms code.

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Need to update  the  compile heart  import max scripts to work for the latest 3d max.
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(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.
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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
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Lightbulb 
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
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Hello! Do you know what to do with .atd files? I thought I'd find something here but I didn't ><
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