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Random Talking Bush's Model Importers and QuickBMS Scripts
Oh no. I guess I have to use Autodesk 3DS Max for the model importers, which is only free for one month. And you have to pay for the full version. Why can't the full version be free? I just want to submit models from Mario Party 10 on The Models Resource, because there are no models from Mario Party 10 on that site.
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(11-08-2018, 09:07 PM)ItsMeGamerAndBFDIer7 Wrote: Oh no. I guess I have to use Autodesk 3DS Max for the model importers, which is only free for one month. And you have to pay for the full version. Why can't the full version be free? I just want to submit models from Mario Party 10 on The Models Resource, because there are no models from Mario Party 10 on that site.

Seriously. Why not Blender?
I do stuff.
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Hi, RTB, I'm not really from these forums, but it seemed the most ready way to reach you.

Either way, wanted to contact you about an older QBMS script, and a few troubles I was having with such. I've recently been porting the SK series' (among other franchises) models to programs like SFM, all thanks of course to your clever little scripts. They work like a charm for what they're meant to do, and have given me barely any problems when I use them right. So that aside, I've recently cracked SK Reflexions on a whim and a commission, (if you've been looking for the files, I could send them over) and have tried out your little tools with that as well. Still hold up amazingly, with one short exception.

I've been using the "TamsoftSKEV_CAT" and "Tamsoft_GXT" from an old Xentax forum post to pretty good effect throughout the past, and they still mostly work excellently. I've been able to successfully extract meshes, models, and skeletons from the data using them - apparently, the engine didn't budge much. However, the textures themselves have been giving me some troubles. When running the resulting .dat files through QBMS with the "Tamsoft_GXT" script, I recieve an error in the form of "0 files found in 0 seconds: coverage file 0 0% 12 4210816 . offset 0000000c". No .dds texture files pop out at all, through the scripter claims to be finished. I know for a fact the files are good, as they're upwards of 4MB and are in the same folder locations as the past would indicate, so I have little clue of how to fix this. From my personal research on the issue, I think it has something to do with either the "TamsoftSKEV_CAT" script or the "Tamsoft_GXT" one failing to either decode or locate the header files the gxts normally use. What would be the fix to this? I know these weren't 100% your scripts and were written up by someone else, but you seemed to be the expert on these sorts of files and scripts. I sent you a DM with a link to a Mediafire download with assets for one of the costumes. If you need more of or the rest of the game's files, I have them ready as well.

Thank you for the time you've given, and the great scripts you've made. It's solely because of you a lot of great models got released for public usage and art, and we're all grateful for your efforts. Whatever happens from here, thank you for all you've already done.
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[Image: aXpPdQw.png]

Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.

https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c

Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY


(11-08-2018, 11:09 PM)ItsMeGamerAndBFDIer7 Wrote:
(11-08-2018, 09:07 PM)ItsMeGamerAndBFDIer7 Wrote: Oh no. I guess I have to use Autodesk 3DS Max for the model importers, which is only free for one month. And you have to pay for the full version. Why can't the full version be free? I just want to submit models from Mario Party 10 on The Models Resource, because there are no models from Mario Party 10 on that site.

Seriously. Why not Blender?
I've been using 3DS Max for a long time (ever since 3DS Max 7), so that would explain why my scripts are only for that program. If there was enough interest, then people could try converting 'em to something Blender can read (which I think only like three people have asked me about previously).

(10-25-2018, 02:37 AM)Shikoru Wrote: I wasn't sure what DDS type to export to after editing, so I tried all the ones with alpha channels but all 7 attempts came out glitchy ingame.
As far as I know, the only format used in that game is BC7, so try saving it as that if you haven't already.

(10-21-2018, 02:30 PM)CICO-R Wrote: don't you have the script you used on the ralph model from sonic and stars racing transformed??
*shrug* Not one that's user-friendly at least. I never got around to making it work without manual inputs for each polygon group on his model.

(11-09-2018, 03:12 PM)RPGShoulderDevil Wrote: Hi, RTB, I'm not really from these forums, but it seemed the most ready way to reach you.

Either way, wanted to contact you about an older QBMS script, and a few troubles I was having with such. I've recently been porting the SK series' (among other franchises) models to programs like SFM, all thanks of course to your clever little scripts. They work like a charm for what they're meant to do, and have given me barely any problems when I use them right. So that aside, I've recently cracked SK Reflexions on a whim and a commission, (if you've been looking for the files, I could send them over) and have tried out your little tools with that as well. Still hold up amazingly, with one short exception.

I've been using the "TamsoftSKEV_CAT" and "Tamsoft_GXT" from an old Xentax forum post to pretty good effect throughout the past, and they still mostly work excellently. I've been able to successfully extract meshes, models, and skeletons from the data using them - apparently, the engine didn't budge much. However, the textures themselves have been giving me some troubles. When running the resulting .dat files through QBMS with the "Tamsoft_GXT" script, I recieve an error in the form of "0 files found in 0 seconds: coverage file 0   0%   12   4210816   .   offset 0000000c". No .dds texture files pop out at all, through the scripter claims to be finished. I know for a fact the files are good, as they're upwards of 4MB and are in the same folder locations as the past would indicate, so I have little clue of how to fix this. From my personal research on the issue, I think it has something to do with either the "TamsoftSKEV_CAT" script or the "Tamsoft_GXT" one failing to either decode or locate the header files the gxts normally use. What would be the fix to this? I know these weren't 100% your scripts and were written up by someone else, but you seemed to be the expert on these sorts of files and scripts. I sent you a DM with a link to a Mediafire download with assets for one of the costumes. If you need more of or the rest of the game's files, I have them ready as well.

Thank you for the time you've given, and the great scripts you've made. It's solely because of you a lot of great models got released for public usage and art, and we're all grateful for your efforts. Whatever happens from here, thank you for all you've already done.
I'll see what I can do about addressing that issue sometime soon.
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I just figure out how to use ninja ripper to output .dds for steam games
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(11-16-2018, 06:42 PM)Random Talking Bush Wrote: [Image: aXpPdQw.png]

Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.

https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c

Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY
Thanks for the script! I have a few questions about it: are the texture coordinates supposed to be messed up when I import it?(like in the screenshot below) and are there any plans to support automatically importing normals, ambient and fur maps?(related to the same model as in the screenshot)
[Image: HvLqcWT.png]
Also a question about the BNTX converter: some textures are messed up no matter in which software I open them with. I've noticed that those textures usually have some colour channels remapped(for example ch0-luminance and ch1-alpha and ch2/ch3 empty). Is there a way to fix this(or should I just use something different that XNShell?, though I remember that VisualStudio properly showed some of those .dds files)?
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(11-17-2018, 06:37 AM)CHEMI6DER Wrote:
(11-16-2018, 06:42 PM)Random Talking Bush Wrote: [Image: aXpPdQw.png]

Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.

https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c

Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY
Thanks for the script! I have a few questions about it: are the texture coordinates supposed to be messed up when I import it?(like in the screenshot below) and are there any plans to support automatically importing normals, ambient and fur maps?(related to the same model as in the screenshot)
[Image: HvLqcWT.png]
Also a question about the BNTX converter: some textures are messed up no matter in which software I open them with. I've noticed that those textures usually have some colour channels remapped(for example ch0-luminance and ch1-alpha and ch2/ch3 empty). Is there a way to fix this(or should I just use something different that XNShell?, though I remember that VisualStudio properly showed some of those .dds files)?
where did u find the gfmdl of pokémon? the gfpak dosnt opens it
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(11-16-2018, 06:42 PM)Random Talking Bush Wrote: [Image: aXpPdQw.png]

Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.

https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c

Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY



(11-09-2018, 03:12 PM)RPGShoulderDevil Wrote: Hi, RTB, I'm not really from these forums, but it seemed the most ready way to reach you.

Either way, wanted to contact you about an older QBMS script, and a few troubles I was having with such. I've recently been porting the SK series' (among other franchises) models to programs like SFM, all thanks of course to your clever little scripts. They work like a charm for what they're meant to do, and have given me barely any problems when I use them right. So that aside, I've recently cracked SK Reflexions on a whim and a commission, (if you've been looking for the files, I could send them over) and have tried out your little tools with that as well. Still hold up amazingly, with one short exception.

I've been using the "TamsoftSKEV_CAT" and "Tamsoft_GXT" from an old Xentax forum post to pretty good effect throughout the past, and they still mostly work excellently. I've been able to successfully extract meshes, models, and skeletons from the data using them - apparently, the engine didn't budge much. However, the textures themselves have been giving me some troubles. When running the resulting .dat files through QBMS with the "Tamsoft_GXT" script, I recieve an error in the form of "0 files found in 0 seconds: coverage file 0   0%   12   4210816   .   offset 0000000c". No .dds texture files pop out at all, through the scripter claims to be finished. I know for a fact the files are good, as they're upwards of 4MB and are in the same folder locations as the past would indicate, so I have little clue of how to fix this. From my personal research on the issue, I think it has something to do with either the "TamsoftSKEV_CAT" script or the "Tamsoft_GXT" one failing to either decode or locate the header files the gxts normally use. What would be the fix to this? I know these weren't 100% your scripts and were written up by someone else, but you seemed to be the expert on these sorts of files and scripts. I sent you a DM with a link to a Mediafire download with assets for one of the costumes. If you need more of or the rest of the game's files, I have them ready as well.

Thank you for the time you've given, and the great scripts you've made. It's solely because of you a lot of great models got released for public usage and art, and we're all grateful for your efforts. Whatever happens from here, thank you for all you've already done.
I'll see what I can do about addressing that issue sometime soon.

Thank you so much for the time, RTB, but turns out, I was silly and just had to look for the right script. The BNTX one you just updated works like a charm - it is a Switch title after all, didn't think they changed the encryption type - so thanks a ton, again, for all you've done! Best of luck, can't wait to see what other miracles you work!
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(11-16-2018, 06:42 PM)Random Talking Bush Wrote: Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.

https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c

Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY

This is awesome, thank you! I can only find models for buildings and battle effects (I think). Where did you find the rival model? Most of the player models I found were GFPAK files. 

Will you also try your hand at the GFPAK files? Would love to get those NPC models exported. Thanks again!
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(11-17-2018, 09:41 AM)YeraySL Wrote:
(11-17-2018, 06:37 AM)CHEMI6DER Wrote:
(11-16-2018, 06:42 PM)Random Talking Bush Wrote: [Image: aXpPdQw.png]

Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.

https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c

Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY
Thanks for the script! I have a few questions about it: are the texture coordinates supposed to be messed up when I import it?(like in the screenshot below) and are there any plans to support automatically importing normals, ambient and fur maps?(related to the same model as in the screenshot)
[Image: HvLqcWT.png]
Also a question about the BNTX converter: some textures are messed up no matter in which software I open them with. I've noticed that those textures usually have some colour channels remapped(for example ch0-luminance and ch1-alpha and ch2/ch3 empty). Is there a way to fix this(or should I just use something different that XNShell?, though I remember that VisualStudio properly showed some of those .dds files)?
where did u find the gfmdl of pokémon? the gfpak dosnt opens it
You have to extract gfpac with a separate utility. pkNX has code and UI to do that, but lacks any way of opening the actial submenu. I've made a cli interface to extract .gfpac with pkNX's code. You can find it in this GbaTemp thread of mine.
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(11-17-2018, 06:37 AM)CHEMI6DER Wrote: Thanks for the script! I have a few questions about it: are the texture coordinates supposed to be messed up when I import it?(like in the screenshot below) and are there any plans to support automatically importing normals, ambient and fur maps?(related to the same model as in the screenshot)
[Image: HvLqcWT.png]
Also a question about the BNTX converter: some textures are messed up no matter in which software I open them with. I've noticed that those textures usually have some colour channels remapped(for example ch0-luminance and ch1-alpha and ch2/ch3 empty). Is there a way to fix this(or should I just use something different that XNShell?, though I remember that VisualStudio properly showed some of those .dds files)?
The texturing being like that for the Pokémon's models is pretty much how they were for the 3DS games too. Check the Listener window for any "MatUVScaleU" entries. If it's set to 2.0, then you need to mirror the textures accordingly (either directly editing the textures, or by going into the texture properties and enabling the "Mirror" check for the U axis).

As for texture conversion, Noesis should do the trick, since a number of them are using DX10-based formats which I know not everything supports correctly. Also I'm not sure how I'd go about automatically applying all of the other textures (or by extension the R/G/B layers for the AMB textures) since the parameters are sometimes set up on a per-model basis, plus the labels used for them can be a little inconsistent at times (I needed to have four different labels just for the diffuse, for example).

(11-17-2018, 12:29 PM)cruizeez96 Wrote: This is awesome, thank you! I can only find models for buildings and battle effects (I think). Where did you find the rival model? Most of the player models I found were GFPAK files.

Will you also try your hand at the GFPAK files? Would love to get those NPC models exported. Thanks again!
Check out the ripping project thread -- I've got the pre-unpacked/renamed files in the link in the first post.
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(11-17-2018, 07:31 PM)Random Talking Bush Wrote: The texturing being like that for the Pokémon's models is pretty much how they were for the 3DS games too. Check the Listener window for any "MatUVScaleU" entries. If it's set to 2.0, then you need to mirror the textures accordingly (either directly editing the textures, or by going into the texture properties and enabling the "Mirror" check for the U axis).

As for texture conversion, Noesis should do the trick, since a number of them are using DX10-based formats which I know not everything supports correctly. Also I'm not sure how I'd go about automatically applying all of the other textures (or by extension the R/G/B layers for the AMB textures) since the parameters are sometimes set up on a per-model basis, plus the labels used for them can be a little inconsistent at times (I needed to have four different labels just for the diffuse, for example).
Thanks for the info about the textures and UV coordinates. I'll try using noesis and see which results it gives me. Then I'll try applying the other textures directly to the converted model. Btw, is it a good idea to just directly edit a dae file in a text editor(like VS Code or Notepad++) instead of doing things in 3DSMAX?(I just feel like doing it this way just because 3dsmax does some things that I still have to correct with a text editor(for example I need to replace absolute file paths with realtive every time I export something)).
And also just the last thing I want to say: when extracting the textures for this Pikachu(and this Pikachu is the one that the player has, it's stored in a separate folder) I noticed that ambient textures had the actual image on the 3rd/blue colour channel and others were empty(I used SmashForge to do this btw)
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smash 5 models have been decrypted guys
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hey, RTB, can you update TMD script to support gintama_rumble_ps4?
here's example: https://drive.google.com/open?id=1NftmPb...0_Ddpj4vT1
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(11-24-2018, 10:11 PM)don jon Wrote: smash 5 models have been decrypted guys
Gee, I wonder who could be writing a script for those?  Smug

(12-05-2018, 05:07 PM)Tosyk Wrote: hey, RTB, can you update TMD script to support gintama_rumble_ps4?
here's example: https://drive.google.com/open?id=1NftmPb...0_Ddpj4vT1
It's on my to-do list, I was also sent samples from Venturion to look at earlier. Seems like I just need to add a few more format combinations to make those work.
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