Users browsing this thread: 3 Guest(s)
Random Talking Bush's Model Importers and QuickBMS Scripts
(02-23-2021, 02:33 PM)Kold-Virus Wrote: Those things are effing adorable. ^^ I'm glad you're getting 'em!

Yeah, if only I knew how to weigh models to bones so I could swap the models without breaking all the animations lol
Oh, and whatever else I have to do to swap the models cleanly... I'm not really sure what I'm doing, I'm pretty new to modding
Reply
Thanked by: Kold-Virus
If you need help re-rigging or re-skinning? THAT I can do. I've done lots of that in the past Wink
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: Dapple-Drawings
(02-23-2021, 03:40 PM)Kold-Virus Wrote: If you need help re-rigging or re-skinning? THAT I can do. I've done lots of that in the past Wink

Oh yes! Yes please! I have no idea how to do that myself so that'd be a huge help! I'm just trying to replace models, so the bones from the old model would be used as to keep the animations from the original!
You think you can help me with that? I can send you all the models and everything if you think you're up to the task!
Reply
Thanked by: Kold-Virus
Sure!! Just let me know what you need me to do, and I'll whip these up in Max as soon as possible! Also give me which format you need (FBX, DAE, etc)
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: Dapple-Drawings
(02-23-2021, 04:25 PM)Kold-Virus Wrote: Sure!! Just let me know what you need me to do, and I'll whip these up in Max as soon as possible! Also give me which format you need (FBX, DAE, etc)

https://mega.nz/file/D1oERZSI#Ht75xzPYO3...-oTsEAigd0
Okay, here's all the Carbuncle models! I have stuff exported as .fbx files, so I'd like them as that please!
Oh, and the Emerald Carbuncle goes over the Peridot Carbuncle, and the Topaz Carbuncle over the Heliodor Carbuncle!
Thank you so much for doing this again, it means so much to me! Heart
What I basically want is the World of Final Fantasy Carbuncle models weighed to the bones of the FFXIV Carbuncles so that the new models still use the original models' animations!
Reply
Thanked by:
Hey, as long as I can make a nice person like you smile, what's a few skinned models, right? Wink

Is it okay if I DM you from time to time, just so I can run it by you and make sure I get this right?
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
Reply
Thanked by: Dapple-Drawings
(02-23-2021, 04:34 PM)Kold-Virus Wrote: Hey, as long as I can make a nice person like you smile, what's a few skinned models, right? Wink

Is it okay if I DM you from time to time, just so I can run it by you and make sure I get this right?

Oh, of course! I'll also be testing the results just to make sure everything works!
I'm hoping to make this into a mod available to the public, you don't mind that do you? You'll be credited of course!
Reply
Thanked by: Kold-Virus
Hey, I was just wondering if you had done any research into Disgaea 6's files and such, since it uses models now and there's DLC with prior game characters. It's released in Japan, but it's gonna be released in the US some time in June...long time to wait.
Reply
Thanked by:
Exclamation 
The Tamsoft TMD Importer could see an update, as it doesn't seems to work with files from Onee Chambara ORIGIN (although the .cat QuickBMS script seemed to uncompress well enough afaik)

Here are some sample files:
https://mega.nz/file/t40F0QwB#1QkiscV3Zh...ME02awUiyQ
Reply
Thanked by:
Could research be done on the Dog's life OVL Format? More has been figured out about the format and a noesis and lua script are in progress for the format. Some of the info currently I have posted here
https://github.com/Dogmander/dogs-life-docs
Reply
Thanked by:
I'm trying to use the Hyrule Warriors SFX script, but I'm having problems. I either don't know where the sound effects of the game are actually stored, or it just doesn't work anymore.
Reply
Thanked by:
You said the Wii U decompression script for MaS2014 can rip out the files from Mario and Sonic at the Sochi 2014 Olympic Games? Will this also work for Mario and Sonic at the Rio 2016 Olympic Games?
[Image: qxzyTkh][Image: AdorableUncomfortableGangesdolphin-size_restricted.gif]
Reply
Thanked by:
(11-23-2017, 09:09 PM)Random Talking Bush Wrote: [Image: vlwkbqy.png]
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.

I'm trying to understand all this as best as I can but I just can't wrap my head around it.
I was wondering if you had managed to find Brandelis's forms. It's all I wanted from the game anyway. I just want a dang fbx or obj for blender. I honestly tried to do it myself but I give up. Model Resource has a WOFF page, but so much is missing from it. 

https://www.models-resource.com/pc_compu...alfantasy/
Reply
Thanked by:
(11-23-2017, 09:09 PM)Random Talking Bush Wrote: [Image: vlwkbqy.png]
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.

Can someone explain how you're supposed to get *.ENO files from Sonic Free Riders? I can understand that the files with no extensions apparently have them but when I extract them they don't have the "paST" header or anything nor can I find any documentation that'd help me out on this.
Reply
Thanked by:
New Pokemon Snap uses NUMSHB

the smash script says this but doesn't directly import anything.

i forget if samples are allowed to post or not so i'll wait. or DM you them.
Reply
Thanked by:


Forum Jump: