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Random Talking Bush's Model Importers and QuickBMS Scripts
#61
(04-01-2017, 11:32 PM)ssringo Wrote: Edit: Which script do you use to extract the .cat files for Estival Versus? The one I have extracts tmds but they don't load in max. Which also goes for texture extraction. I'm actively looking though so I'll edit if I find itmyself.
Here's the scripts that mikulover39 sent me a while back for that, those'll work for 'em. You'll need to use it multiple times since the .CAT archives contain additional .CAT archives, the first one has the model and the rest are textures from what I've seen.

I actually haven't tried it with texture extracting yet, but it'll probably need refinement. Otherwise, they're just plain DDS files and can probably be extracted through other means.
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#62
Thank you again RTB. Everything worked perfectly. 

The textures can be extracted once you've run the CAT script and it (eventually) spits out DAT files. Just use the GTX script mikulover39 posted here on the DAT files and it'll extract the dds files.
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#63
(04-02-2017, 12:46 PM)ssringo Wrote: Thank you again RTB. Everything worked perfectly. 

The textures can be extracted once you've run the CAT script and it (eventually) spits out DAT files. Just use the GTX script mikulover39 posted here on the DAT files and it'll extract the dds files.
Ah, so the older script works, then? That's good to know! Tongue
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#64
What script do you use for Ubisoft's games which use .bf files?
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#65
Got another hotfix for the BFRES script now.
Code:
Fixed UV mapping for models with type 519 (Riju's model in BotW, for example).
https://mega.nz/#!79QV1TIZ!0GTeC0yvHNKur...J1GxYjJvcM

All caused by me forgetting to copy over the proper calculations to the rest of the UV mapping layers in the script. Whoops!
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#66
Been messing around with SK:EV and almost everything I've taken a look at has worked perfectly. Ran into one model that gave an error when importing. If you have the time would you mind taking a look? Here is the error message:

"Unable to convert: undefined to type: Point3"

And an upload of the tmd causing the error.


https://www.mediafire.com/?66vy0oz2s516dh6
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#67
(04-04-2017, 03:59 AM)ssringo Wrote: Been messing around with SK:EV and almost everything I've taken a look at has worked perfectly. Ran into one model that gave an error when importing. If you have the time would you mind taking a look? Here is the error message:

"Unable to convert: undefined to type: Point3"

And an upload of the tmd causing the error.

https://www.mediafire.com/?66vy0oz2s516dh6
That and another issue are both fixed now:
Code:
Fixed models with over 65535 vertex points not importing.
Fixed models with three UV mapping layers not importing correctly.
https://mega.nz/#!ulpnmaJS!ffrdVu0T81lKB...8Ac8hYL6FM
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#68
Heya RTB, just wondering if you still plan to add support for Batman to your telltale tool?

Also, how goes the progress with the Nier Automata scripts?
[Image: Sdq0H.jpg]
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#69
(04-19-2017, 06:56 AM)riccochet Wrote: Heya RTB, just wondering if you still plan to add support for Batman to your telltale tool?

Also, how goes the progress with the Nier Automata scripts?
1. Still need to fix the UV mapping not being correct on those, and it looks like I'll also need to start on the Guardians of the Galaxy stuff soon. I should hopefully have more time in May to work on that.

2. Just need to figure out what determines if models are static or rigged (so I can apply vertex normals correctly, right now it's broken for the former), then I can start finishing that one up. It's complete other than that.
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#70
Added a couple of texture extraction scripts:

Bayonetta 1 (Wii U) - WTB to GTX
NieR: Automata / Bayonetta 1 (PC) - WTA/WTP/WTB to DDS
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#71
I've updated my Telltale Games D3DMesh importer now!
Code:
Revised the UI to be more polished.
Added support for Batman: The Telltale Series, Marvel's Guardians of the Galaxy, The Walking Dead: A New Frontier and TWD: Michonne.
Changed bone numbers to bone checksums instead.
Added a ton of replacement bone names to replace the checksums, anything that doesn't have an official name will display numbers instead.
Optimized polygon group importing a bit so things will load a bit faster.
Fixed rigging being broken in one way or another for newer 3DS Max versions.
Updated the heck out of all of the older importers so that nothing should error anymore.
Fixed certain SBCG4AP Episode 1 models with triangle strips (eg. adv_strongbadhouseinterior_meshesa/c) so they are no longer missing polygons.

Known bugs:
Most of the top row of importers don't import with their normals. I'm still trying to figure out how to get those working...
ui_dealerbutton in Telltale Texas Hold'em doesn't work because it uses a different format for some reason.
Models with over 65,535 vertex points (eg. adv_virginiaRailroad_meshesD in TWD3) won't import due to awkward setups.

Oddities:
skB3_moxxi and skB0_battleDroid_hologram in TftBL both have no rigging. This isn't the fault of the importer, it's just the way they are.
https://mega.nz/#!npxnDAYI!PxjAzFz8Aw-Nr...gTQGjeK2B8

I've also fixed up my Smash Bros. for Wii U importer due to a recent discovery in modding (and to fix rigging in newer 3DS Max revisions).
Code:
Fixed rigging being broken in one way or another for newer 3DS Max versions.
Added support for vertex types 0x21/0x23/0x26/0x29 (half-float rigging).
Changed internal naming from "size" to "type" for vertex/UV/face formats because that makes more sense.
Changed "if" setups for vertex/face information to "case of" just because.
https://mega.nz/#!C4ZERZab!De1o5Bp1pdSyb...cctuQM3qrE
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Thanked by: Yunpol, Lilothestitch
#72
Uh, problem with the Telltale Importer. Any time I try to import anything (so far with "Wolf Among Us"), it gives me the error "Unable to convert mat() to type: Material".
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#73
(05-11-2017, 10:48 AM)Carpaccio Wrote: Uh, problem with the Telltale Importer. Any time I try to import anything (so far with "Wolf Among Us"), it gives me the error  "Unable to convert mat() to type: Material".
Just wondering, which 3DS Max version are you using? And I don't even have a "mat()" function set up for The Wolf Among Us, so I'm not exactly sure what's going on there.
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#74
I use 3DSmax 2014. But yeah, maybe it's using the wrong part of the script or something...
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#75
(03-11-2017, 10:18 PM)Random Talking Bush Wrote: Updated the BFRES MaxScript

Hi RTB, thanks for your job.

I'm new here and I submit you an R4 mod with some modifications to increase the import speed. Around 50% faster now.
I'd make these mods since R1 but it's time to share it Wink

E.g. with time to import ZELDA_miko from BOTW, in 3dsMax 2017:

R4: "Done! (208.177 Seconds)"
my R4 mod: "Done! (102.12 Seconds)"


See attachment (i've put old code parts in comment blocks).

.zip   BFRES Script_R4_SpeedUp_bySylk.zip (Size: 9.99 KB / Downloads: 257)

Enjoy.

PS: Sorry for my english.
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