09-19-2022, 02:38 PM
(This post was last modified: 12-31-2022, 04:57 AM by Random Talking Bush.)
So while I still don't have my computer up and running yet after a little over a month now, I was able to borrow my father's old desktop computer just so I could work on this for y'all.
BFRES script update, go!
https://mega.nz/file/X0QTlQJb#XixOukiWhq...A-TdcGNriE
And also an update to my BNTX QuickBMS script to work with those:
https://mega.nz/file/ekRjwTjQ#6Cgvwr9Duj...V8lRdxSfXs
...and also a generic ZSTD (".zs", which Splatoon 3 also uses) decompression script in case anyone wants it even though there's multiple ways to decompress those:
https://mega.nz/file/DsAWyAwa#2-NsQ6fFk0...Kro6lw9w38
BFRES script update, go!
Code:
Added support for Version 10 models (e.g. Splatoon 3). Material parameters do not currently output to the Listener, and will be looked into sometime later.
Replaced the "mod" calculation with "bit.and" to fix a vertex buffer alignment issue (e.g. 2 was being rounded up to 4, breaking things in the process).
Minor adjustments to the debug output, now FMDL, FMAT, FSKL and FSHP structs keep track of and display names, not name offsets.
And also an update to my BNTX QuickBMS script to work with those:
Code:
Fixed version 10 BFRES files (e.g. Splatoon 3) not working due to a failure in future-proofing (the version check was changed from "= 9" to ">= 9").
Multi-BNTX BFRES files (e.g. Miitopia) will now export every texture instead of only the last archive.
Swapped the "-" for image cropping reminders in filenames with "x".
...and also a generic ZSTD (".zs", which Splatoon 3 also uses) decompression script in case anyone wants it even though there's multiple ways to decompress those:
https://mega.nz/file/DsAWyAwa#2-NsQ6fFk0...Kro6lw9w38