07-11-2014, 11:01 AM
(This post was last modified: 11-25-2024, 06:42 AM by Random Talking Bush.)
Current Submissions Total: 909
List of past/current submissions
- Nintendo: 513
- Sega: 97
- Capcom: 27
- Square-Enix: 26
- Bandai-Namco: 4
- Ubisoft: 2
- Other: 49
- - Idea Factory: 136
- - Telltale Games: 49
- - Lost count (oops!): 7
Also check out my model-importing MAXScripts and QuickBMS scripts topic, lots of things there too!
Newest Submissions:
Sonic Generations (Sonic X Shadow Generations):
Updated Submissions:
Sonic Generations:
@$!&%)^ *
Q*bert Rebooted:
* New topic, new content.
Posts: 154
Threads: 12
Joined: Oct 2010
My Q*Bertese is a little rusty...
Thank you so much, RTB!
Oh, I also forgot to mention that I've also added some MaxScripts that I've worked on and released to the first post, for Kamen Rider: Battride War (and Battride War II, same model format), the one Sonic script update that ItsEasyActually started, and some pre-emptive ones for Telltale Games' The Walking Dead Seasons 1 and 2 which are currently branched off from my all-in-one script which I'm currently optimizing. I'll make some informative webpages for 'em later, but for now my original posts for those are linked to.
I've finished up what I've got of the Telltale Games model-importer that I've used for my previous model ports and uploaded it to the public now. And I wrote up a quick webpage about it and the other things I've done, too.
Enjoy! And don't forget to credit me (and also ItsEasyActually if you use the Sega script) if you rip any models using these!
Posts: 1,567
Threads: 59
Joined: Feb 2012
I assume you never added support for .GNO level geometry? The vertices are there but no polygons. (also takes a long time to import)
(07-18-2014, 05:41 PM)TGE Wrote: I assume you never added support for .GNO level geometry? The vertices are there but no polygons. (also takes a long time to import) I'll have to get back to that later. I couldn't figure it out the last time I checked, but I might be able to update it with the missing information sometime in the next few weeks.
I ripped these about a week ago and forgot all about 'em. I hate getting caught up in various different things all at once.
Poker Night 2:
Q*Bert Rebooted:
I also fixed up a buncha things with my Telltale Games model-importing script, should work better than it used to now.
Posts: 6
Threads: 0
Joined: Jun 2013
So I've tried importing STH2006 models, the mesh is imported, it has correct UV-mapping and normals, however the texture didn't apply, I had to find the correct texture and apply them manually, is there going to have a fix soon?
(08-25-2014, 10:40 PM)brianuuu Wrote: So I've tried importing STH2006 models, the mesh is imported, it has correct UV-mapping and normals, however the texture didn't apply, I had to find the correct texture and apply them manually, is there going to have a fix soon? I'll be working on adding automatic material importing next month.
Posts: 6
Threads: 0
Joined: Jun 2013
(08-26-2014, 11:06 AM)Random Talking Bush Wrote: (08-25-2014, 10:40 PM)brianuuu Wrote: So I've tried importing STH2006 models, the mesh is imported, it has correct UV-mapping and normals, however the texture didn't apply, I had to find the correct texture and apply them manually, is there going to have a fix soon? I'll be working on adding automatic material importing next month.
thanks, that's good to hear
What time was it, again?
Adventure Time: Card Wars
I'll just leave this here. Consider it a proof-of-concept of what's to come!
Pokémon X/Y
Excellent! Can't wait to see more!
(BTW, I didn't know the textures in X/Y were this big. I always assumed they were extremely tiny, as the textures look really stretched and pixelly in-game)
Posts: 164
Threads: 9
Joined: Jan 2011
Okay. That just wins it.
Are you able to access any model file within the 6th-gen games? If so, it sounds like you've hit the jackpot.
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