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Random Talking Bush's Model Importers and QuickBMS Scripts
I'm trying to view model with RTB's Compile Heart Autodesk script.
But I keep getting this error.
What can I do?


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(05-14-2022, 07:30 AM)Mysticus Wrote: I'm trying to view model with RTB's Compile Heart Autodesk script.
But I keep getting this error.
What can I do?

Already known.

(03-05-2022, 11:22 AM)Random Talking Bush Wrote:
(03-05-2022, 02:34 AM)kasumi777 Wrote: Need to update  the  compile heart  import max scripts  to work for the  latest 3d max.
Might be a bit before that happens, I discovered a few months ago that there are rigging issues with certain games that I'll need to fix up first.
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Could the tamsoft importer be updated to support the new TMD2 format that was comes with Neptunia X senran kagura Ninja Wars?
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Dunno if somebody already said this. I tried to decript gz files from Hyrule Warriors from the Switch Version, but I get this error.
Maybe you need to upgrade that script of yours, RTB.


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(05-28-2022, 06:06 AM)Mysticus Wrote: Dunno if somebody already said this. I tried to decript gz files from Hyrule Warriors from the Switch Version, but I get this error.
Maybe you need to upgrade that script of yours, RTB.
Can't do an "upgrade" if it's a different setup entirely. Regardless, it took me less than a minute to make a script for it.
https://mega.nz/file/elBGRbbD#snNKkoWtcs...9MojBperB4
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I'm sorry about this, RTB!
I just realised that I can extract .gz files with Switch Toolbox!
I'm so sorry for asking to create a new script of yours for nothing...
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(05-29-2022, 01:04 AM)Mysticus Wrote: I'm sorry about this, RTB!
I just realised that I can extract .gz files with Switch Toolbox!
I'm so sorry for asking to create a new script of yours for nothing...
Doesn't hurt to have more options, and besides like I said it only took me a short amount of time to make (the format's literally just 4 bytes for a filecount, and then pairs of four bytes for offsets and filesizes respectively for each file).
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hi RTB, I was wondering if you could help with these .bum files:

the games are:
- UPPERS (PSVita) [example]
- Senran Kagura: New Link (android) [example]

there's also scripts that I have for this format attached: 2 noesis scripts and a maxscript.

p.s.: here's relevant topics:
https://forum.xentax.com/viewtopic.php?t=16172
https://forum.xentax.com/viewtopic.php?t=17608
https://forum.xentax.com/viewtopic.php?t=16027
https://forum.xentax.com/viewtopic.php?t=16034
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I know this is a really old thread, but I'm curious about something.
How do you get the animation files from Pokken Tournament on Wii U? I haven't found any clear information about how to do it, so I'm curious to see how it's done.
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Is there a way to switch between animations when importing a .hka animation file for Crash N Sane Trilogy & Crash Team Racing Nitro Fueled?
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Anyone know how to import fbc.z files from Disney Magical World 2: Enchanted Edition? OP says their tools are compatible with it but some of the other meshes are encoded in that format.
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(07-29-2022, 09:29 PM)blakegriplingph Wrote: Anyone know how to import fbc.z files from Disney Magical World 2: Enchanted Edition? OP says their tools are compatible with it but some of the other meshes are encoded in that format.
First of all, from what I remember the ".z" is a lie, as that implies they're compressed (and they're not). But it's pretty simple, you just need to make a copy of the FBC.Z files and give them a .BFRES extension. Then, open that in a hex editor (or Notepad++) and search for "FRES" (should be near the beginning of the file). Delete everything before that point and save it, then you can use that BFRES file with either the importer script or Switch Toolbox.
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(07-29-2022, 10:15 PM)Random Talking Bush Wrote:
(07-29-2022, 09:29 PM)blakegriplingph Wrote: Anyone know how to import fbc.z files from Disney Magical World 2: Enchanted Edition? OP says their tools are compatible with it but some of the other meshes are encoded in that format.
First of all, from what I remember the ".z" is a lie, as that implies they're compressed (and they're not). But it's pretty simple, you just need to make a copy of the FBC.Z files and give them a .BFRES extension. Then, open that in a hex editor (or Notepad++) and search for "FRES" (should be near the beginning of the file). Delete everything before that point and save it, then you can use that BFRES file with either the importer script or Switch Toolbox.

Could those files be edited in some way? Like, say replace Snow White with CJ or some other character?
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Does anyone know how to load .hka animations?
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Just a small update for the time being, but I've finally gotten around to updating my Telltale Games importing script:
Code:
Added a whole bunch of bone and texture hashes from Sam & Max: Beyond Time and Space Remastered.
(Yes, I know I should've done this ages ago.)
https://mega.nz/file/30xERBJL#nqGfoLOyxG...N2hY4vorCQ
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