(05-16-2017, 12:09 PM)John.Smith Wrote: Hi. I'm not sure if I understood correctly.
You make 3ds max script for import 3d models from nier automata, right ?
Are you working on importing animations also, or is it dreams ?
It would be great to have this.
he doesn't know anything about animations, so he just do models instead.
05-17-2017, 06:15 PM (This post was last modified: 05-17-2017, 08:25 PM by Random Talking Bush.)
(05-16-2017, 05:29 AM)Sylk Wrote: Radiobuttons are not clickable because the length of the labels covers them.
This code fix it and relooks ui a bit:
Code:
rollout BFRESImporter "Wii U BFRES model importer" width:390 height:230
(
local r1=85,r2=10
label lblDisclaimer "This script was written by ItsEasyActually and Random Talking Bush, with some assistance from both Ploaj and Sylk. If you use it, consider giving us all thanks for this. If something doesn't work right, please contact RTB on The VG Resource (Random Talking Bush), Twitter, Tumblr or Steam (RandomTBush) so that any problems can be fixed." \
pos:[8,8] width:375 height:75
checkbox tglDebug "Print debug information to Listener" pos:[8,BFRESImporter.height-20] width:200
label lblUpdate "(Updated 05/16/2017)" pos:[BFRESImporter.width-115,BFRESImporter.height-19] width:110
Unfortunately, it doesn't seem like that works correctly in 3DS Max 2010 (which is what I'm using). It appears as it should in 2013 and onward, though. Probably because the "offsets" option doesn't exist in 2010.
I'll try setting up something different for that.
(EDIT: Will this work? At least it's consistent between versions now. I'm also re-integrating the ability to import more than one BFMDL at once, as I've been asked to do a few months back.)
(05-17-2017, 06:15 PM)Random Talking Bush Wrote: Unfortunately, it doesn't seem like that works correctly in 3DS Max 2010 (which is what I'm using). It appears as it should in 2013 and onward, though. Probably because the "offsets" option doesn't exist in 2010.
I'll try setting up something different for that.
(EDIT: Will this work? At least it's consistent between versions now. I'm also re-integrating the ability to import more than one BFMDL at once, as I've been asked to do a few months back.)
Nice. Works on 2017.
However, In the version with the new texture path option I sent you by pm I adapted the interface according to this. I hope it appears correctly in the 2010.
(05-17-2017, 06:15 PM)Random Talking Bush Wrote: Unfortunately, it doesn't seem like that works correctly in 3DS Max 2010 (which is what I'm using). It appears as it should in 2013 and onward, though. Probably because the "offsets" option doesn't exist in 2010.
I'll try setting up something different for that.
(EDIT: Will this work? At least it's consistent between versions now. I'm also re-integrating the ability to import more than one BFMDL at once, as I've been asked to do a few months back.)
Nice. Works on 2017.
However, In the version with the new texture path option I sent you by pm I adapted the interface according to this. I hope it appears correctly in the 2010.
this is wiiu marios tennis text files, is there any bms script to extractor and repacked ?
06-02-2017, 08:49 PM (This post was last modified: 06-02-2017, 08:59 PM by don jon.)
Is there an alternative to fbx for bfres importer/exporter
as in the case of mk8 modding
you need
3ds max>fbx>noesis>fbx>3ds max>game
if you have more than one object in 3ds max, the normals break when noesis exports fbx
noesis does not know how to export custom 3ds max normals properlly
also what exactly does the new script update do?
everyone is using beta2...
thanks in advance
first pics is 3ds max render before export to noesis
second pic is noesis
third pic is fbx exported from noesis back into 3ds max
06-24-2017, 07:37 PM (This post was last modified: 08-04-2017, 11:14 PM by Random Talking Bush.)
Meant to post this a while back, but I got sidetracked by a variety of things. Here's a "halfway" update for the BFRES script, to v5.5:
Code:
Sylk helped out with revising the UI, and another bunch of optimizations to the script were made
Added proper material importing, now bump/specular/emissive/etc. maps are applied to the right channels.
Added vertex types 0 (1-byte unsigned integer) and 2051 (1 half-float), fixing various TMS #FE and Paper Mario models.
Added scaling modifier to bones, which should fix certain models having misaligned parts (e.g. Balloon Yoshi from NSMBU).
Re-implemented the ability to import more than one BFMDL at once.
Fixed UV mapping for models with type 519 yet again, *NOW* it should be correct (NSMBU's Bowser's pupils were broken previously).
Fixed Wind Waker HD models from being accidentally broken *again*.
Changed the default UV importing option to "Merge".
Actually, the bfres data did get changed. instead of like... half float/flaots data structure, it's now long data, also has a relocation table for offsets, so this type of bfres is easier to read.
(07-07-2017, 07:27 AM)Demonslayerx8 Wrote: Actually, the bfres data did get changed. instead of like... half float/flaots data structure, it's now long data, also has a relocation table for offsets, so this type of bfres is easier to read.
Yeah, but considering that the script is about 75% unchanged, it's still pretty close.
(09-26-2016, 09:44 AM)Carpaccio Wrote: Well guess that's a dead end for me. I have no idea how to do memory dumps, so until we can extract them properly, end of my project concerning this game. Really wanted to get SCR-HD, and Master Core ABIS.
I'll take another look at the formats sometime early next month. Hopefully I'll come up with something that can be used, and not stumble on unknown compressions or anything like that.
07-09-2017, 10:01 AM (This post was last modified: 07-09-2017, 10:13 AM by Sylk.)
Hi RTB and everyone.
Here is material building function improvements.
- better maps assignment with proper composites
- added managment for Shadow map, Ambient Occlusion Map, Damage Map, Emissive Mask Map
- it doesn't recreate an existing common material
- i discovered what the unknown "TexAttSelUnk2" value seems to be: it defines the material finishing, such Matte or Glossy/standard (I simulate Matte with common map for Diffuse channel and Specular Color channel).
Code:
fn buildMat matName: tSelOff: RtnTexAS: tCount: tFormat: tPath: = (
local PolyMat
for sm in sceneMaterials where sm.name == matName do PolyMat = sm
if PolyMat == undefined do(
PolyMat = standardMaterial name:(matName as string) showInViewport:true twoSided:false
fseek f tSelOff#seek_set
printDebug(PolyMat.name + " uses the following textures:")
for t = 1 to tCount do(
TexSelNameOffset = ReadOffset f
FTEXPos = ReadOffset f
RtnTexSel = ftell f
fseek f TexSelNameOffset#seek_set
TexSelName = readstring f
fseek f RtnTexAS#seek_set
TexAttSelUnk1 = readlong f #unsigned
TexAttSelUnk2 = readlong f #unsigned
TexAttSelUnk3 = readlong f #unsigned
TexAttSelUnk4 = readlong f #unsigned
TexAttSelNameOff = readOffset f
TexAttSelNum = readlong f #unsigned
RtnTexAS = ftell f
fseek f TexAttSelNameOff#seek_set
TexAttSelName = readstring f
fseek f RtnTexSel#seek_set