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.BRRES Model Viewer\Converter - Printable Version

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+------ Thread: .BRRES Model Viewer\Converter (/thread-15384.html)

Pages: 1 2


RE: .BRRES Model Viewer\Converter - yoyonerd - 10-03-2011

oh sorry i think i screwedup.. i meant fpk, not psk... so.. noesis views fpk too? because tatsunoko models are all in fpk.. anyway, sorry if im necroposting, but this program bressviwever is very good! it works with umbrela cronics perfectly!! it rips even the anims


RE: .BRRES Model Viewer\Converter - Roxas358 - 10-03-2011

(10-03-2011, 10:23 PM)yoyonerd Wrote: so.. noesis views fpk too?

Not that I'm aware of.

This fpk tool can unpack the files.
Here's the topic.

PM me if You need help using it. Wink


RE: .BRRES Model Viewer\Converter - yoyonerd - 10-04-2011

Thanked you right now! ok lets continue this conversation via pm cause is totaly offtopic.. but yeah.. i'll sure need help .. evertime i click on fpk tool it flashes a black screen like dos for a milisecound


RE: .BRRES Model Viewer\Converter - Shadowth117 - 10-05-2011

(10-04-2011, 09:29 PM)yoyonerd Wrote: Thanked you right now! ok lets continue this conversation via pm cause is totaly offtopic.. but yeah.. i'll sure need help .. evertime i click on fpk tool it flashes a black screen like dos for a milisecound

I'd say either open it in command prompt, or drag the .fpk onto it.


RE: .BRRES Model Viewer\Converter - yoyonerd - 10-07-2011

yeah actualy its the first hint , type it a command on dos, you have to enter the same folder where the fpktool AND the file is, and then type

fpktool -u "examplefile.fpk" "name_of_extraced_brres_file"


and hit enter, the process takes a small amount of time and there will have =D extracted brres files from tatsunoko vs capcom =D, i think i'll share'em here for everyone real soon, im cleaning some models and converting to obj =D


RE: .BRRES Model Viewer\Converter - Roxas358 - 10-07-2011

(10-07-2011, 08:02 PM)yoyonerd Wrote: yeah actualy its the first hint , type it a command on dos, you have to enter the same folder where the fpktool AND the file is, and then type

fpktool -u "examplefile.fpk" "name_of_extraced_brres_file"


and hit enter, the process takes a small amount of time and there will have =D extracted brres files from tatsunoko vs capcom =D, i think i'll share'em here for everyone real soon, im cleaning some models and converting to obj =D

If You also convert them to smd, they will have there rig intact as well. It's up to You though. Smile


RE: .BRRES Model Viewer\Converter - yoyonerd - 10-07-2011

does milkshape3D opens smd?.. (damm yoyonerd.. stop being so lazy and check it by yourself.. )

*a few minutes later*

oh yeah! half life smd!! cool man thanks for the tip!!

now.. do you have any technique that works for fixing the models hands?

[Image: zerohand.jpg]

[Image: zerohand2.jpg]

Uploaded with ImageShack.us

it seems like there are two sets of hands, one is a open hand and tthe other is closed.. but thei are the same group of polygons so separate then is imposible, unless you do it vertice by vertice

Uploaded with ImageShack.us


RE: .BRRES Model Viewer\Converter - Roxas358 - 10-07-2011

(10-07-2011, 09:58 PM)yoyonerd Wrote: now.. do you have any technique that works for fixing the models hands?

it seems like there are two sets of hands, one is a open hand and tthe other is closed.. but thei are the same group of polygons so separate then is imposible, unless you do it vertice by vertice

I have the same problem with Dragon Blade Chronicles. Random Talking Bush told me that 3ds Max and BrawlBox are needed to fix that. Blank So if You have 3ds Max Your in luck, otherwise I don't know what You can do. Sad


RE: .BRRES Model Viewer\Converter - yoyonerd - 10-07-2011

oh well.. i dont have 3dsmax but its ok i'll delete one of the hands dot by dot, i done harder things to get cool models before xDDD aaand we are going offtopic so yeah .. no more tatsunoko discussion or mods will be mad y'know, but thanks for the helps man


RE: .BRRES Model Viewer\Converter - Carpaccio - 10-27-2011

Hey all, just rediscovered this topic, and on a friends computer I managed to have a look through Kirby's Return to Dreamlands files and they seem to use brres too, though they appear to be compressed. Is there any way to view them properly in this program?



RE: .BRRES Model Viewer\Converter - Random Talking Bush - 10-27-2011

(10-27-2011, 08:06 AM)Carpaccio Wrote: Hey all, just rediscovered this topic, and on a friends computer I managed to have a look through Kirby's Return to Dreamlands files and they seem to use brres too, though they appear to be compressed. Is there any way to view them properly in this program?
http://www.mediafire.com/?kdc94w0rs9dx72y

Use this. Type
Code:
ntcompress.exe -x FILENAME.brres.cmp
in the command prompt, in the same folder with both the NTCompress.exe and the compressed models, and then the decompressed ones will be extracted as "FILENAME.brres.com_DECOMP.bin". Just delete the "_DECOMP.bin" from the end, then you can open it up in either BrawlBox v0.65 or BRRESViewer. Just keep in mind that several models use multiple texture layers, and need modifications before they look like they should.


RE: .BRRES Model Viewer\Converter - Carpaccio - 10-27-2011

Modifications? How would I make those to it? I'm pretty clueless as to the whole model scene...


RE: .BRRES Model Viewer\Converter - Random Talking Bush - 10-27-2011

(10-27-2011, 03:48 PM)Carpaccio Wrote: Modifications? How would I make those to it? I'm pretty clueless as to the whole model scene...
Basically, the model needs to be set up to use multiple texture layers, with separate UV channels and also UV mapping modifications.

For example, applying the textures to Kirby's model produces this:

[Image: KirbyWii-Render1.png]

His eyes and mouth are stored as separate textures, which have separate UV mapping channels.

[Image: KirbyWii-Render2.png]

So basically you need to modify the model to use both textures (whether you just set up a "Composite" texture in 3DS Max, or by having two separate models with the alternate UV channels and textures):

[Image: KirbyWii-Render3.png]

And then you'd have to correct the UV mapping so that it "clamps" properly, like it does for a lot of N64, Gamecube or Wii games (from what I've noticed):

[Image: KirbyWii-Render4.png]

Not nearly as bad as trying to repair the Substitute model from Pokémon Battle Revolution. That thing had 4 different textures, and 4 UV mapping channels... This is how it's supposed to look, and then this is how it looked after being exported -- its mouth, seams and belly were all on separate layers.

tl;dr It needs to have its UV mapping channels merged. Pretty difficult if you don't have enough experience with 3D modelling.

(And on a side note, the game has a fascinating way of storing its level parts.)

(EDIT: Well, crap, I just found an easier way to fix it. I'll write up about that later.)


RE: .BRRES Model Viewer\Converter - arn.zhan - 01-21-2012

Thanks a lot, I was looking for this


RE: .BRRES Model Viewer\Converter - Garamonde - 01-21-2012

Please look at post dates and don't post in a thread if it's a month or more old. Locked.