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Random Talking Bush's Model Importers and QuickBMS Scripts
#31
(10-20-2016, 10:12 AM)TabuuForteAkugun Wrote: Downloaded your new script for Smash, RTB.

I tested it on Zelda and some model parts don't import correctly, like her shoulder blades, tiara and some of her expressions import in the wrong positions and angles.
Yeah, I've had others tell me the same thing. Whoops!

Until I fix that up, search for and comment out the following line(s) in the script:
Code:
if SingleBind_array[z] > 1 do($.transform = BoneArray[SingleBind_array[z]].transform)
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#32
For now I'll use the old one. The models are just for meh game anyway. Smile
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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#33
I've undone the change for the single-bind positioning now, re-download it to fix that problem. I'll need to spend more time trying to figure out how to properly fix it.
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#34
(10-18-2016, 08:00 PM)Carpaccio Wrote: Also, the TID converter doesn't work for those found in Trillion: https://www.dropbox.com/s/v8c1lbjermulc3...E.zip?dl=0

Dunno if ya saw that or not, so I'll repost it here.
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#35
(10-20-2016, 09:13 PM)Carpaccio Wrote:
(10-18-2016, 08:00 PM)Carpaccio Wrote: Also, the TID converter doesn't work for those found in Trillion: https://www.dropbox.com/s/v8c1lbjermulc3...E.zip?dl=0

Dunno if ya saw that or not, so I'll repost it here.
I saw it, but I don't have an answer to that yet. It might just be better to wait for the PC version in a few days, just in case it might have higher-resolution textures.
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#36
I tried importing Bigby Wolf from The Wolf Among Us into 3DS Max but it said that the vertex face was out of range.
[Image: 33426ca52b.png]
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#37
(10-30-2016, 04:37 PM)Lilothestitch Wrote: I tried importing Bigby Wolf from The Wolf Among Us into 3DS Max but it said that the vertex face was out of range.
Are you sure you're using the importer correctly? Because it works for me.
[Image: TWAU-BigbyModel.png]
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#38
(10-30-2016, 05:09 PM)Random Talking Bush Wrote:
(10-30-2016, 04:37 PM)Lilothestitch Wrote: I tried importing Bigby Wolf from The Wolf Among Us into 3DS Max but it said that the vertex face was out of range.
Are you sure you're using the importer correctly? Because it works for me.
[Image: TWAU-BigbyModel.png]

Yeah. Of course. I was ripping from the iOS version of The Wolf Among Us. And will the Models for that game have fixed normals?
[Image: 33426ca52b.png]
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#39
(10-31-2016, 09:06 AM)Lilothestitch Wrote: Yeah. Of course. I was ripping from the iOS version of The Wolf Among Us. And will the Models for that game have fixed normals?
Yeah, only the PC versions are supported. And no, the normals for those aren't imported yet, so you'll need to fix up the model yourself.
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#40
(10-31-2016, 09:13 AM)Random Talking Bush Wrote:
(10-31-2016, 09:06 AM)Lilothestitch Wrote: Yeah. Of course. I was ripping from the iOS version of The Wolf Among Us. And will the Models for that game have fixed normals?
Yeah, only the PC versions are supported. And no, the normals for those aren't imported yet, so you'll need to fix up the model yourself.

I'll have to find a way to get the ones from the PC version.
[Image: 33426ca52b.png]
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#41
Hey did you plan on releasing your script for Runner 2?
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#42
Hi everybody.

Does anyone has the Megaman Maverick Hunter X models ready and willing to share?

Thanks in advance.
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#43
Requests are not allowed without the proper requirements, especially in the wrong topic, but did you check the site? There's a bunch here ripped already.
[Image: sweet-capn-cakes-deltarune.gif]
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#44
(12-05-2016, 12:20 PM)Mighty Jetters Wrote: Requests are not allowed without the proper requirements, especially in the wrong topic, but did you check the site? There's a bunch here ripped already.

Oh, ok. Sorry.

I've already download the models from models-resource. What I want now is some enemies models and sounds effects.

Thanks.
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#45
I've used your BFRES Importer script to import some of the maps that are in Color Splash into 3DS Max. Few BFRES files like Fld_G1_GiantCoin were able to properly import into 3DS max. But a majority of the others, such as Fld_Y4_DesertCafe, gives an error that is shown in the attachment below, as well as being incomplete in importing (Many objects are missing). And while I DO know that the MOBJ files contain some of these objects, I mean actual parts of the level (Like the floor, walls, backgrounds, or anything of that nature) are missing. I guess an observation would be when the script runs into this error, the map stops converting and imports as is from that point? I can also try to provide more detail if needed, such as which maps load fully and which ones don't, or otherwise.


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