07-26-2017, 02:42 PM
(This post was last modified: 08-10-2017, 07:59 AM by Random Talking Bush.)
I've updated the BFRES importer again!
Code: Added support for Nintendo Switch BFRES files!
Revised the material importing again with some changes from Sylk.
https://mega.nz/#!atZ20IiZ!Ck4PX__CExrZc...7iFGeFFVo0
Also, here's my QuickBMS script for extracting the Switch's .BNTX, .BFRES and .BFFNT textures:
https://mega.nz/#!XwAjSYBa!JQ9wy3qGHvo7h...-uvRAKJy54
Personally I think it's good enough for a first release now. There's still a few textures that may not convert correctly with it (namely certain R8G8B8A8-format textures that are < 128 pixels in height), but considering I've spent most of the past two weeks troubleshooting and hacking the crap outta it, can you blame me for getting frustrated because of one minor problem?
(EDIT: Also forgot to mention -- you'll need to use Noesis or Intel Texture Works to view most of the textures since they use DX10-based formats (e.g. BC7, R11G11B10), or ASTC Encoder for those with the ASTC format.)
(EDIT 2: Did a quick revision for the BNTX script so that image dimensions aren't added to the files by default, it's now enabled by changing a certain value in the header.)
(EDIT 3: Updated the BFRES script with a quickfix relating to texture paths and added a "subfolder" importing option. More info here.)
(EDIT 4: Additional note -- If you're having problems extracting the textures, make sure your QuickBMS is up-to-date (0.8.0 as of this post)!)
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I noticed that your script saves BC6H_UF16 textures as TYPELESS.
(07-26-2017, 04:39 PM)aboood40091 Wrote: I noticed that your script saves BC6H_UF16 textures as TYPELESS. Fixed it now.
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Link to QuickBMS script is down.
Great work on Switch formats!
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
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(07-26-2017, 05:09 PM)Rodo Furedorikku Wrote: Link to QuickBMS script is down.
Great work on Switch formats! Pfft, you caught me in the middle of updating my links.
Should be working now.
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Okay, I thought MEGA was the one who deleted it XD
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.
Discord: kold_virus
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Well if only I could find where you're nabbing the ROMFS of games, I'd be taking a look at Splatoon 2. Are the formats at least similar?
(07-26-2017, 08:19 PM)Carpaccio Wrote: Well if only I could find where you're nabbing the ROMFS of games, I'd be taking a look at Splatoon 2. Are the formats at least similar? Obviously I can't say where, you'll just have to look. And as for Splatoon 2, I tested it with some of the Testfire models and it worked fine, so the script should already support stuff from the full game.
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I also had a question in your normal submission thread but I think it got knocked off.
(07-26-2017, 08:14 PM)Carpaccio Wrote: Hey RTB, this might seem like a weird...uh...'request', but I was wondering if you could do us all a favor with the current models of the Splatoon characters, specifically Callie and Marie, and include 'sample' colored textures to match their in-game coloration? I've been having a lot of trouble coloring them properly and I just...cannot figure out how to make it work right.
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07-27-2017, 03:48 AM
(This post was last modified: 07-27-2017, 03:53 AM by Marios-friend9.)
Source: https://twitter.com/DavidMarcec/status/8...5161745408
Looks to be all working
Maps work too! But I can't be bothered getting the textures working for these.
Source: https://twitter.com/DavidMarcec/status/8...2929574912
07-27-2017, 11:54 AM
(This post was last modified: 08-10-2017, 07:59 AM by Random Talking Bush.)
Updated the BFRES script with a quickfix:
Code: Fixed texture paths not remembering changes, added an option to check subfolders.
https://mega.nz/#!atZ20IiZ!Ck4PX__CExrZc...7iFGeFFVo0
Basically, there was an error in the script where if you loaded up the same model more than once (or even two different ones with the same setups, e.g. Mario Kart 8's and then Mario Kart 8 Deluxe's models one after another), it would continue using the old paths and extensions even if you change the options (e.g. absolute DDS paths even if you changed it to relative PNG before importing). And as per request, there's another option added in for that ("Sub") that looks for textures in a subfolder with the same name as the BFRES file (basically the same way my script exports 'em).
Speaking of, I've also changed the QuickBMS script a bit so that textures don't have the dimensions appended to their filenames by default (unless it needs manually trimming). You can change the behaviour back to the way it was before by changing the "ADDDIMENSIONS" value in the script from 0 to 1. (No longer necessary.)
https://mega.nz/#!XwAjSYBa!JQ9wy3qGHvo7h...-uvRAKJy54
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So any chance you can help me with Callie and Marie's 'colors'? I can't get it to work...and I can't get photoshop back for a while.
(07-27-2017, 03:05 PM)Carpaccio Wrote: So any chance you can help me with Callie and Marie's 'colors'? I can't get it to work...and I can't get photoshop back for a while. https://mega.nz/#!H9QXxYqC!INvIxPY2Svuac...H1a8iw-r8U
Try those. They need to be treated as additive maps since the base textures are a different resolution than 'em.
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fyi
noesis literally updated last week to support dxt10 textures
thank me later
(07-31-2017, 08:17 PM)don jon Wrote: fyi
noesis literally updated last week to support dxt10 textures
thank me later Already known about that for a while, but I'll go edit my post regardless.
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