03-08-2015, 06:08 PM
(This post was last modified: 03-08-2015, 06:19 PM by Random Talking Bush.)
Did I mention how much I hate the BCH model format? Because I really hate the BCH model format.
Here's a newer revision of my script that should fix a lot (but STILL not all -- in fact this newer one breaks some models completely) of the formerly-broken models, since I located the bytes for where the node headers start instead of just doing guesswork. Also has a partly-working script for Omega Ruby now, but I still haven't figured out how to calculate the vertex counts for those yet so I have a few failsafes (which fail at times) pick up the slack for me. I am a very sloppy coder, but then again I'm not even that skilled in doing so.
Again, do not expect this to work with everything, but it'll definitely work for some of the formerly-broken models now (in particular, the ones with the wrong rig sets applied to polygon groups like Bulbasaur and Ninjask).
Here's a newer revision of my script that should fix a lot (but STILL not all -- in fact this newer one breaks some models completely) of the formerly-broken models, since I located the bytes for where the node headers start instead of just doing guesswork. Also has a partly-working script for Omega Ruby now, but I still haven't figured out how to calculate the vertex counts for those yet so I have a few failsafes (which fail at times) pick up the slack for me. I am a very sloppy coder, but then again I'm not even that skilled in doing so.
Again, do not expect this to work with everything, but it'll definitely work for some of the formerly-broken models now (in particular, the ones with the wrong rig sets applied to polygon groups like Bulbasaur and Ninjask).