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Random Talking Bush's Model Importers and QuickBMS Scripts
On the topic of that *NO script...sort of...uh...any progress towards the Zero Gravity extracts?
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Figured I'd finally get off my lazy butt and finish off my World of Final Fantasy model importing script which I'd teased here earlier, since a PC version was released not too long ago. Thankfully, unlike the Vita version, the filesystem's not a pile of nonsense to figure out, so it's actually possible to find specific models! You'll need to run the decompressor script on anything you wish to import first since practically everything in the game is ZLIB-compressed, and then use the TEX-to-DDS script to get the textures into a usable format (note: some of them are BC7 format, so you'll need to have either Noesis or another program capable of importing those).

No automatic texture application for the models yet, though, but most of the character models from this game only have one texture so it's fairly trivial.

Download MaxScript (UPDATED 12/04/17)
Download File Decompressor
Download TEX to DDS Converter (UPDATED 12/07/17)

Fun fact: Sora's model is still in the PC version's files despite being "removed". How about that.

(11-17-2017, 01:01 PM)Carpaccio Wrote: On the topic of that *NO script...sort of...uh...any progress towards the Zero Gravity extracts?
(11-16-2017, 04:51 PM)MakutaMaster962 Wrote: @RTB,
What progress have you made on updating the *NO Importer Script? Because it's been a month since I last posted on here, and you said you'd "hopefully" have it done before the end of October. I'm sorry for sounding impatient, but I really need that script for some models I'm trying to [correctly] rip and submit to tMR.
I'm still working on that, it's taking a lot longer than I expected due to having to rewrite a crapton of things, and to make sure that nothing errors anymore or reads data improperly. I've almost got the ENO parser done, I'd just like to see out if I can get the vertex morphs to import as well for the Free Riders models before I consider that "done".

No clue about the Zero Gravity stuff yet, I'm scratching my head trying to figure out the "OOCH" archive stuff, nothing I've tried is working.
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Random Talking Bush Wrote:
(11-16-2017, 04:51 PM)MakutaMaster962 Wrote: @RTB,
What progress have you made on updating the *NO Importer Script? Because it's been a month since I last posted on here, and you said you'd "hopefully" have it done before the end of October. I'm sorry for sounding impatient, but I really need that script for some models I'm trying to [correctly] rip and submit to tMR.
I'm still working on that, it's taking a lot longer than I expected due to having to rewrite a crapton of things, and to make sure that nothing errors anymore or reads data improperly. I've almost got the ENO parser done, I'd just like to see out if I can get the vertex morphs to import as well for the Free Riders models before I consider that "done".
Good to hear you're working on the script. Smile  Also, would it be possible to include automatic texture application with the script as well? Or am I asking too much from you? The reason I ask is because some of the models I want to rip/submit have multiple textures, some of which aren't even diffuse, specular, or normal texture maps, and it would be a huge help(for me at least) to have the texture maps automatically applied, without having to strain my brain trying to figure everything out.
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(11-23-2017, 09:09 PM)Random Talking Bush Wrote: Figured I'd finally get off my lazy butt and finish off my World of Final Fantasy model importing script which I'd teased here earlier, since a PC version was released not too long ago. Thankfully, unlike the Vita version, the filesystem's not a pile of nonsense to figure out, so it's actually possible to find specific models! You'll need to run the decompressor script on anything you wish to import first since practically everything in the game is ZLIB-compressed, and then use the TEX-to-DDS script to get the textures into a usable format (note: some of them are BC7 format, so you'll need to have either Noesis or another program capable of importing those).

No automatic texture application for the models yet, though, but most of the character models from this game only have one texture so it's fairly trivial.

Download MaxScript
Download File Decompressor
Download TEX to DDS Converter

Ah this script is so awesome! Awesome job.

I'm using 3DSMax 2016 and it works perfectly for the characters, but for environments it doesn't want to load.
Gives an error about the number of skinned meshes being above 1.

The one I tried was in the following path:
World of Final Fantasy\resource\finalizedWin64\mithril\map\hi\007_CorneliaArea1st\model

named a0000.mdl

The towns in this game are really nice.

Is it possible to request a fix for the script that supports the games environments?
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(11-26-2017, 09:48 PM)squall789 Wrote: Ah this script is so awesome! Awesome job.

I'm using 3DSMax 2016 and it works perfectly for the characters, but for environments it doesn't want to load.
Gives an error about the number of skinned meshes being above 1.

The one I tried was in the following path:
World of Final Fantasy\resource\finalizedWin64\mithril\map\hi\007_CorneliaArea1st\model

named a0000.mdl

The towns in this game are really nice.

Is it possible to request a fix for the script that supports the games environments?
Ah, crap, I must've broken something when I did some changes from my script for the Vita version of the game, because I know those were working for that. I'll let you know when that's been fixed!

(EDIT: Fixed it! Turns out it was because I'd forgotten to change one line of coding...)
https://mega.nz/#!fkwXlZYC!MywRK_sKlJrKA...zIKBO5bzik

I'll see what I can do about adding material importing sometime soon, so that you won't have to guess the correct textures for everything. For now, use the "MAT" numbers as a guideline.
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(11-26-2017, 09:53 PM)Random Talking Bush Wrote: Ah, crap, I must've broken something when I did some changes from my script for the Vita version of the game, because I know those were working for that. I'll let you know when that's been fixed!

(EDIT: Fixed it! Turns out it was because I'd forgotten to change one line of coding...)
https://mega.nz/#!Hxwm0DAC!k6xyv_EXBzuie...49HyIzOIXo

I'll see what I can do about adding material importing sometime soon, so that you won't have to guess the correct textures for everything. For now, use the "MAT" numbers as a guideline.

Awesome! Thankyou.

Works on the environments now.
The Material importing sounds awesome too, some of the environments are using a lot of textures haha.
Almost all of the games I'm interested in have been supported, several by you alone, so thankyou for that, I'll go ahead and make new posts somewhere to see if the others can get any support.
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(11-26-2017, 09:53 PM)Random Talking Bush Wrote: I'll see what I can do about adding material importing sometime soon, so that you won't have to guess the correct textures for everything. For now, use the "MAT" numbers as a guideline.

Question Was that part of your post for me or for squall789? Because like I said, I'm having problems with how to apply certain kinds of unknown texture maps, not materials(trust me, I know the difference), to the .cno models I wish to rip.
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(11-27-2017, 04:11 PM)MakutaMaster962 Wrote: Question Was that part of your post for me or for squall789? Because like I said, I'm having problems with how to apply certain kinds of unknown texture maps, not materials(trust me, I know the difference), to the .cno models I wish to rip.
That was to squall789, but either way, I'll see if it's possible for me to autodetect stuff like normal and specular maps. If not, it'll just be diffuse, as usual.

Anyway, got another quickfix for the World of Final Fantasy importer.
Code:
Added a check for compressed models so it won't crash if you forget to decompress 'em.
Implemented multiple UV mapping layers because I'm a twit and forgot all about it.
https://mega.nz/#!fkwXlZYC!MywRK_sKlJrKA...zIKBO5bzik
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Speaking of quickfixes:

Code:
Fixed textures over 4096 pixels in height not converting correctly (e.g. bsw_km_islandobj_alb from MK8DX's Sweet Sweet Kingdom map)
https://mega.nz/#!H0p0RIbT!gAlZq_ielNkjE...Dec4GeksdM

I didn't think Nintendo was crazy enough to have textures for Switch games with such ridiculous resolutions, so my BNTX script was broken trying to read 'em. Whoops! Should be fixed now.

(EDIT: Also updated my World of Final Fantasy texture converter script so it works with either compressed or decompressed files, instead of only the latter.)
https://mega.nz/#!PxQHELRY!qqlxOcyeIuwow...LDvr7VE8lA
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Is this a bug or am I using the wrong textures for Bigby's lines? I had to split the UV Layers to do this.

[Image: 0UsIkAz.png]
[Image: 33426ca52b.png]
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Hey a few issues concerning the BFRES importer and the new DLC, as well as a few other models. When trying to import the boss of the new DLC, it errors.

"Type error: Call needs function or class, got: undefined"

Comes from this line apparently.

tm = compositeTextureMap mapList:#(ColorMap solidcolor:white, tm) blendMode:#(0,5) -- TODO: find how to get light color data



On an unrelated note, were you ever planning on releasing the tools needed to rip from "Bit.Trip Presents... Runner2: Future Legend of Rhythm Alien"? I'd really like to get the remaining character models.
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(12-14-2017, 12:47 PM)Carpaccio Wrote: Hey a few issues concerning the BFRES importer and the new DLC, as well as a few other models. When trying to import the boss of the new DLC, it errors.

"Type error: Call needs function or class, got: undefined"

Comes from this line apparently.

tm = compositeTextureMap mapList:#(ColorMap solidcolor:white, tm) blendMode:#(0,5) -- TODO: find how to get light color data



On an unrelated note, were you ever planning on releasing the tools needed to rip from "Bit.Trip Presents... Runner2: Future Legend of Rhythm Alien"? I'd really like to get the remaining character models.
Yeah, it's a known problem, probably from it trying to set up the emissive map before the diffuse is called (due to things being out of their proper order). Comment out the entire "_e0" section and try again. I'll have a proper fix for that in the next update, once I've gotten the *NO script fully revised.

As for the Bit.Trip stuff, my script's still problematic (partly because I haven't had time to rewrite it), so I think I'll end up extracting all of the characters myself before I get that fixed up (since I keep having to rewrite things). We'll see how that goes.

...

Also, surprise NieR: Automata script!

[Image: Z5vTXEQ.png]

Started on this back in April... then I never got around to making it work properly until now. Don't ask why.

There's still some models it doesn't work with yet which seem to use a different-ish format, and I haven't set up proper UV layer support (particularly because every model I looked at had identical sets), and textures need to be manually applied, but for those who wanted something that worked with 3DS Max instead of Blender, here ya go.

https://mega.nz/#!Os5wDAZL!Le8A28qXmdslo...vpG5xNubzM

(And on an unrelated note, Omega Quintet released on Steam yesterday and my Compile Heart script works for that game without any changes. Always nice when I don't have to rewrite anything for once.)
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Happy New Year's, all!

RTB, I was curious as to how your .xfbin script was coming along. You posted on Xentax that it was getting close; hopefully I'm not bothering you too much here.

Thanks, and I hope everyone had great holidays!
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does anyone have the Mario & Sonic at the Sochi 2014 Olympic Winter Games files?
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(01-03-2018, 05:58 AM)nerufan1haku Wrote: does anyone have the Mario & Sonic at the Sochi 2014 Olympic Winter Games files?
(09-10-2016, 10:52 AM)Random Talking Bush Wrote:
(NOTE: THIS TOPIC IS NOT FOR REQUESTS!)

(01-01-2018, 05:43 AM)eddpocalypse Wrote: Happy New Year's, all!

RTB, I was curious as to how your .xfbin script was coming along. You posted on Xentax that it was getting close; hopefully I'm not bothering you too much here.

Thanks, and I hope everyone had great holidays!
It's certainly been on my to-do list for quite some time, hopefully I'll have that finally finished up sometime in February.
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