Users browsing this thread: 18 Guest(s)
Random Talking Bush's Model Importers and QuickBMS Scripts
Updated my Telltale script again. Gotta love stupid mistakes!

Code:
Fixed the ordering for UV mapping layers so they're not being improperly scaled. Not fully tested, though.
Fixed models with vertex colours causing the script to pause for certain importers due to accidentally leaving in a break command.

https://mega.nz/#!ngBHFbAZ!TiapExUQ-yCEV...L5NUqn3Wtc
Reply
So, I'm guessing Super Mario Odyssey has a typical Mario/Nintendo format for the switch?
Reply
Thanked by:
(01-17-2018, 10:40 PM)Carpaccio Wrote: So, I'm guessing Super Mario Odyssey has a typical Mario/Nintendo format for the switch?
Yep, it's BFRES, and I didn't need to change anything in the current script to make those work (same version number as Splatoon 2, as well).
Reply
Thanked by: Kold-Virus
Hey, RTB, I sent you a PM regarding Super Mario Odyssey's workings, wasn't sure if it went through, my net has been kinda screwy lately...
Reply
Thanked by:
(01-17-2018, 11:34 PM)Random Talking Bush Wrote:
(01-17-2018, 10:40 PM)Carpaccio Wrote: So, I'm guessing Super Mario Odyssey has a typical Mario/Nintendo format for the switch?
Yep, it's BFRES, and I didn't need to change anything in the current script to make those work (same version number as Splatoon 2, as well).

Just too bad getting the files is like pulling teeth lol.

I pray someone cracks those XCI's wide open.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: iyenal
Hey RTB, do you happen to have any documentation on the Switch BFRES format as it changed quite a bit from Wii U? I was thinking of making a few tools on the format and although the max script does help figure out the structure for some parts, an organised set of documentation like on mk8.tockdom or a 010 template would be quite useful.
Reply
Thanked by:
(01-19-2018, 06:02 PM)KillzXGaming Wrote: Hey RTB, do you happen to have any documentation on the Switch BFRES format as it changed quite a bit from Wii U? I was thinking of making a few tools on the format and although the max script does help figure out the structure for some parts, an organised set of documentation like on mk8.tockdom or a 010 template would be quite useful.
I don't exactly have a guideline yet, but the major difference is that it uses 64-bit offsets, little-endian instead of big-endian, and textures are kept in embedded sub-archives instead of being with the models like with the Wii U's BFRES. Of course, those aren't the only differences, a number of things are rearranged and some things are completely different. I'll see what I can do to properly explain the differences later.

But speaking of BFRES:

Code:
Added an option to print material properties to the Listener.
Changed texture importing to a two-pass system so it shouldn't error if it tries to apply certain textures before a diffuse is assigned.

https://mega.nz/#!HgQAST4A!vmzfmpPurKANo...r1mUjCrw44

I should've had this update done months ago. Ouch!
Reply
Thanked by: KillzXGaming
Using Pokken_DRP.bms on Braixen's model (depp654_000.drp) gives me the following error with quickbms:

Quote:Error: memory allocation problem

       Not enough storage is available to process this command.
Reply
Thanked by:
(01-25-2018, 09:13 PM)Kawasuzu Wrote: Using Pokken_DRP.bms on Braixen's model (depp654_000.drp) gives me the following error with quickbms:

Quote:Error: memory allocation problem

       Not enough storage is available to process this command.
Did you decrypt the DRP files first before decompressing them?

https://github.com/Sammi-Husky/Pokken-Tools/releases
Reply
Thanked by:
(01-25-2018, 09:19 PM)Random Talking Bush Wrote:
(01-25-2018, 09:13 PM)Kawasuzu Wrote: Using Pokken_DRP.bms on Braixen's model (depp654_000.drp) gives me the following error with quickbms:

Quote:Error: memory allocation problem

       Not enough storage is available to process this command.
Did you decrypt the DRP files first before decompressing them?

https://github.com/Sammi-Husky/Pokken-Tools/releases
The 000 DRP file was decrypted. Do I also have to decrypt 001, 100 and 101?
Reply
Thanked by:
(01-25-2018, 11:16 PM)Kawasuzu Wrote: The 000 DRP file was decrypted. Do I also have to decrypt 001, 100 and 101?
Those ones would be for the alternate costume and forms (such as Megas, for the ones that have 'em), so you might want to decrypt those as well.
Reply
Thanked by:
Hey Bush!! I was wondering if there are any updates on the .*no plugin! Big Grin I totally understand if there aren’t though, it looks like you’ve been really busy!
Reply
Thanked by:
(01-26-2018, 12:16 AM)namine207 Wrote: Hey Bush!! I was wondering if there are any updates on the .*no plugin! Big Grin I totally understand if there aren’t though, it looks like you’ve been really busy!
That's something I would like to know, too.
Reply
Thanked by:
(01-25-2018, 08:49 PM)Random Talking Bush Wrote:
(01-19-2018, 06:02 PM)KillzXGaming Wrote: Hey RTB, do you happen to have any documentation on the Switch BFRES format as it changed quite a bit from Wii U? I was thinking of making a few tools on the format and although the max script does help figure out the structure for some parts, an organised set of documentation like on mk8.tockdom or a 010 template would be quite useful.
I don't exactly have a guideline yet, but the major difference is that it uses 64-bit offsets, little-endian instead of big-endian, and textures are kept in embedded sub-archives instead of being with the models like with the Wii U's BFRES. Of course, those aren't the only differences, a number of things are rearranged and some things are completely different. I'll see what I can do to properly explain the differences later.

But speaking of BFRES:

Code:
Added an option to print material properties to the Listener.
Changed texture importing to a two-pass system so it shouldn't error if it tries to apply certain textures before a diffuse is assigned.

https://mega.nz/#!HgQAST4A!vmzfmpPurKANo...r1mUjCrw44

I should've had this update done months ago. Ouch!
Thanks. I did make a little mat xml extractor for those awhile back which helped me out though I really appreciate your efforts and it'll be alot more convenient to have that around. I do get alot of what changed now that I parsed quite a bit and looked through that bfres script, I was just curious as I may continue to do some tools for it and parse a bit more.
Reply
Thanked by:
Has there actually been a .xci extractor for Odyssey (thats public) yet?
Reply
Thanked by:


Forum Jump: