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Random Talking Bush's Model Importers and QuickBMS Scripts
(02-22-2020, 06:44 AM)CosmicDreams Wrote: Compression right?
I think you mentioned it on discord.

I asked there if you knew what game has the closest format to W&G to see if I could get a friend who could help figure it out but you didn't reply so I'm guessing you didn't see it though I didn't want to ask again in case you did. I figured I should though.
Yep, there's something funky with the vertex buffers and such that make their "size" a lot smaller than they should be, which leads me to believe that's the cause. And as for the formats, they're what I dub "Version 1". They're the closest in structure to the "Version 0" games (in other words, before Telltale started including a version number in their model headers), and is used for games released after (and including!) Strong Bad's Cool Game for Attractive People (hence why it only works with Episode 1, they were in mid-transition) but before Jurassic Park.



Anyway, time for a quick(BMS) update to my Capcom MT Framework TEX script since there were some errors coming from a recent release:
Code:
Added formats used in Mega Man Zero / ZX Legacy Collection.
https://mega.nz/#!jp5igQxC!6SxXEaIvFfCmn...z_7_OnVSnw
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hello

I've been using your bfres 3DS Max script to rip splatoon 2 models for a while, but some models encounter a gimbal lock error upon export and then when loaded into, say, blender, the models come out deformed and farther from where they were placed in 3DS Max

is there a way to fix this so they don't do that? it seems to affect a few models seemingly at random. I'm also very new to the program.
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Hi, so I had a friend use your script to rip Zero from MHX, but he's missing his hair, do you know where to find it?
With each day, one draws closer to death,


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With each day, one obtains more memories,


With each day, one gets closer to losing them all.
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(02-22-2020, 12:29 AM)Random Talking Bush Wrote:
(02-09-2020, 07:01 PM)Egrif Wrote: Heya

So I want to rip some models from Telltales Game of Thrones, but I am having some problems, mostly because of my own lack of knowledge.

I've downloaded your script and ran it in 3DS Max, but haven't gotten further than that. My question is how do I go about acquiring the meshes and textures from my game?
Do I need another program? If so, where do I download it, and how do I extract the files from that? And would I load the files properly into 3DS?

I understand that these are beginner questions, and fully respect that you may not have the time to take me through this step by step, but if someone could point me in the right direction - perhaps to a forum where I could read up on these questions or that explains it in further detail, I would be forever grateful!

Thank you! Smile
A bit of a late reply, but first you'll need aluigi's TTARCH extraction program from here: https://aluigi.altervista.org/papers.htm

Put that in the same folder as the game's TTARCH files, then open up a command prompt window in there and run a command like so:
Code:
ttarchext.exe 57 [archive].ttarch "[out]"

Just replace "[archive]" with the respective archive filename you want to extract -- you'll need to output the files from both the "txmesh" and "data" archives (the former has models and textures and the latter has their bone structure files), and make a new folder and put its name in place of "[out]" (also "57" is the game's ID, and you can run the program by itself to get a full list of IDs and instructions). If done correctly, it should be outputting a ton of files. Out of those exported files, you'll only need the *.D3DMesh, *.SKL and *.D3DTX files, so feel free to remove anything else from those.

Then, run QuickBMS (also by aluigi, from here: https://aluigi.altervista.org/quickbms.htm if you don't have it already) and use the "Telltale_D3DTX_TftBL_GoT_MCSM_BttFPS4.bms" script from the "D3DTX to .DDS Converter Script" bundle on those *.D3DTX files to convert them back into regular DDS files, and then finally run the model-importing script in 3DS Max and click "Import Model". Then choose the character's *.SKL file (or cancel the first box if you don't need it), and then their respective *.D3DMesh(s), and if done correctly the model should show up in the viewports.

That should be everything needed, if you need me to clarify anything else, lemme know!
 This helped me out! Thank you so much man!
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(02-26-2020, 08:35 AM)Pinkupi13 Wrote: hello

I've been using your bfres 3DS Max script to rip splatoon 2 models for a while, but some models encounter a gimbal lock error upon export and then when loaded into, say, blender, the models come out deformed and farther from where they were placed in 3DS Max

is there a way to fix this so they don't do that? it seems to affect a few models seemingly at random. I'm also very new to the program.
I think it might have to do with the XForm positioning of some models. Give me an example of a model that causes that issue, and I'll look into it.

(02-26-2020, 09:59 PM)Chris Shade Wrote: Hi, so I had a friend use your script to rip Zero from MHX, but he's missing his hair, do you know where to find it?
Zero's hair is a separate model (similar to how Proto Man's scarf is a separate model in Powered Up), you'll find it just a few numbers ahead of Zero's model -- my rip has Zero's model listed as 59 and his hair as 63 in the "rockx_pack_018" archive.
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(02-27-2020, 05:00 PM)Random Talking Bush Wrote:
(02-26-2020, 08:35 AM)Pinkupi13 Wrote: hello

I've been using your bfres 3DS Max script to rip splatoon 2 models for a while, but some models encounter a gimbal lock error upon export and then when loaded into, say, blender, the models come out deformed and farther from where they were placed in 3DS Max

is there a way to fix this so they don't do that? it seems to affect a few models seemingly at random. I'm also very new to the program.
I think it might have to do with the XForm positioning of some models. Give me an example of a model that causes that issue, and I'll look into it.
Obj_PlazaAutoDoorE.Nin_NX_NVN.szs has the issue mainly.
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Comparing Wallace between Episode 1 and 4 of grand adventures right now and there seems to be some differences. 
The file from EP1 is around 300kb while EP4 is only about 200.

Edit: EP2 and 3 use the same as EP4.
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how get the alt. skins textures of ctr nf
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Do you have any tools for working with Mario&Sonic at the 2020 olympic games?
Hey I'm Mimi! Please have mercy on me, I'm still learning!
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(03-14-2020, 09:22 PM)BetzabeNaranja Wrote: how get the alt. skins textures of ctr nf
Pretty straightforward, just look for the respective "_outfit" archives with the skins you want.



Anyway, the BFRES script is finally up-to-date! (It's only like a year overdue *cough cough*.)

Code:
Finally added support for Version 9 Switch models.
Yes, I'm skipping from R6.85 to R9 specifically for that and not for any other reason.
Fixed New Super Mario Bros. U DX models's bone structures not importing correctly.
Fixed rigging for models using unsigned short values (e.g. Ring Fit models).
Added new sub-option for "Import rigging" to automatically reset XForms and model bind poses (on by default), and an option to disable vertex coloring.
https://mega.nz/#!DpxFmDhY!eFF5xhdOoZvdL...ETKmrlZtx8
...which means the following games are now supported:
Code:
Animal Crossing: New Horizons
Brain Age / Dr. Kawashima's Brain Training
The Legend of Zelda: Link's Awakening
Ring Fit Adventure
Super Kirby Clash
Super Mario Maker 2
Tokyo Mirage Sessions #FE Encore

Also a hotfix for my BNTX QuickBMS script:

Code:
Fixed Super Kirby Clash BFRES files not working due to a dumb oversight.
https://mega.nz/#!CppTHBYT!kZvbnKJ-EFeAu...LPYvnjY_N8
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Hey, so I happened to be able to acquire the files for New Horizons, but uh...I'm having trouble figuring out where the NPC models and such are. I found everything for the player but the animals and such I can't seem to discern where their files are in the setup. Any idea what I should look for?
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(03-22-2020, 01:21 PM)Carpaccio Wrote: Hey, so I happened to be able to acquire the files for New Horizons, but uh...I'm having trouble figuring out where the NPC models and such are. I found everything for the player but the animals and such I can't seem to discern where their files are in the setup. Any idea what I should look for?
Look for the archives that start with "NpcNml" or "NpcSp". And just in case they're not there, make sure your tools are updated (a bug was recently fixed for games with massive amounts of files, like AC:NH).
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The only instances of either I can find are in the data folders, nothing in the Model folder. Could you by any chance toss me a link to download the fully extracted 'Model' folder? I don't currently have the means to acquire them myself again.
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(03-22-2020, 06:01 PM)Carpaccio Wrote: The only instances of either I can find are in the data folders, nothing in the Model folder. Could you by any chance toss me a link to download the fully extracted 'Model' folder? I don't currently have the means to acquire them myself again.
Sure, check your PMs.
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(03-22-2020, 07:18 PM)Random Talking Bush Wrote:
(03-22-2020, 06:01 PM)Carpaccio Wrote: The only instances of either I can find are in the data folders, nothing in the Model folder. Could you by any chance toss me a link to download the fully extracted 'Model' folder? I don't currently have the means to acquire them myself again.
Sure, check your PMs.
I was thinking of porting some models from this game to another 3D software, but after taking a closer look at this thread, now I'm asking: May I have the link, too?

But it's okay if you don't want to pass the link on to me, though, because even I think that my reasoning as to why I'm asking for this link is unreasonable, heh.
Seeking out new horizons~
MovieMaker X
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