11-16-2018, 06:42 PM
(This post was last modified: 11-16-2018, 06:58 PM by Random Talking Bush.)
Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.
https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c
Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY
(11-08-2018, 11:09 PM)ItsMeGamerAndBFDIer7 Wrote:I've been using 3DS Max for a long time (ever since 3DS Max 7), so that would explain why my scripts are only for that program. If there was enough interest, then people could try converting 'em to something Blender can read (which I think only like three people have asked me about previously).(11-08-2018, 09:07 PM)ItsMeGamerAndBFDIer7 Wrote: Oh no. I guess I have to use Autodesk 3DS Max for the model importers, which is only free for one month. And you have to pay for the full version. Why can't the full version be free? I just want to submit models from Mario Party 10 on The Models Resource, because there are no models from Mario Party 10 on that site.
Seriously. Why not Blender?
(10-25-2018, 02:37 AM)Shikoru Wrote: I wasn't sure what DDS type to export to after editing, so I tried all the ones with alpha channels but all 7 attempts came out glitchy ingame.As far as I know, the only format used in that game is BC7, so try saving it as that if you haven't already.
(10-21-2018, 02:30 PM)CICO-R Wrote: don't you have the script you used on the ralph model from sonic and stars racing transformed??*shrug* Not one that's user-friendly at least. I never got around to making it work without manual inputs for each polygon group on his model.
(11-09-2018, 03:12 PM)RPGShoulderDevil Wrote: Hi, RTB, I'm not really from these forums, but it seemed the most ready way to reach you.I'll see what I can do about addressing that issue sometime soon.
Either way, wanted to contact you about an older QBMS script, and a few troubles I was having with such. I've recently been porting the SK series' (among other franchises) models to programs like SFM, all thanks of course to your clever little scripts. They work like a charm for what they're meant to do, and have given me barely any problems when I use them right. So that aside, I've recently cracked SK Reflexions on a whim and a commission, (if you've been looking for the files, I could send them over) and have tried out your little tools with that as well. Still hold up amazingly, with one short exception.
I've been using the "TamsoftSKEV_CAT" and "Tamsoft_GXT" from an old Xentax forum post to pretty good effect throughout the past, and they still mostly work excellently. I've been able to successfully extract meshes, models, and skeletons from the data using them - apparently, the engine didn't budge much. However, the textures themselves have been giving me some troubles. When running the resulting .dat files through QBMS with the "Tamsoft_GXT" script, I recieve an error in the form of "0 files found in 0 seconds: coverage file 0 0% 12 4210816 . offset 0000000c". No .dds texture files pop out at all, through the scripter claims to be finished. I know for a fact the files are good, as they're upwards of 4MB and are in the same folder locations as the past would indicate, so I have little clue of how to fix this. From my personal research on the issue, I think it has something to do with either the "TamsoftSKEV_CAT" script or the "Tamsoft_GXT" one failing to either decode or locate the header files the gxts normally use. What would be the fix to this? I know these weren't 100% your scripts and were written up by someone else, but you seemed to be the expert on these sorts of files and scripts. I sent you a DM with a link to a Mediafire download with assets for one of the costumes. If you need more of or the rest of the game's files, I have them ready as well.
Thank you for the time you've given, and the great scripts you've made. It's solely because of you a lot of great models got released for public usage and art, and we're all grateful for your efforts. Whatever happens from here, thank you for all you've already done.