05-30-2020, 05:56 AM
Thank you very much! I did not know, that I had to extract the output.bfres again and import into Toolbox to see it! Many thanks!
[Tutorial] Ripping Guide for Animal Crossing New Horizons
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05-30-2020, 05:56 AM
Thank you very much! I did not know, that I had to extract the output.bfres again and import into Toolbox to see it! Many thanks!
05-30-2020, 06:06 AM
(05-29-2020, 05:17 PM)Setup Wrote: Amazing tutorial! Thank you very much for that! You are looking for NpcSpOws
05-30-2020, 12:12 PM
So, have we worked out how to fix the skeleton structure, yet?
06-10-2020, 06:57 AM
(05-30-2020, 12:12 PM)Darkliger01 Wrote: So, have we worked out how to fix the skeleton structure, yet? This is strange. The vertex groups are intact...mostly. Groups and weights are correct, though their group assignments are not. I was looking at the bone indexes in the Tools and their weights and names are correctly displayed. I never noticed a post saying as much in this thread, and searches did not show any results so apologies if this has been brought up before. When comparing bone weights and group names, I noticed a pattern in a few that I looked at. Firstly, the bones that have weights also have an option enabled in their Bone Data: Use Smooth Skinning (screenshot attached), which has its own index number. That index number has been corresponding to the subsequent bone group assigned in the imported model. Here are a few of the bones I have tested: Spine_2 (Index 9) uses Smooth Skinning Matrix Index #0, which happens to be nw4f_root, which is the name that that corresponding group was given in Blender. Spine_3 (10) uses #1, which is Mdl_Root. Again, that is the name it is assigned in Blender. Clavicle_L (11), #2, FaceBad Arm1_L (12), #3, FaceGood And, just to check the pattern, Neck (29), #16, Arm_2_LB Is it possible that the Smooth Skinning Matrix Index is overwriting the Bone Index number when exporting? And, if so, is there any way to disable it? I tried disabling Smooth Skinning option, but poor Blathers still has the incorrect bone group names. Again, if this has been discussed elsewhere I do apologize. Also: I am aware that Blathers has been submitted with proper vertex group names, I was just using him as a test. Thank you Ziella and all other submitters for your efforts
06-19-2020, 09:26 PM
I just found out how to extract models and everything worked fine, but when I exported all of the textures I need to change the RGB & Alpha channels, is there an easier way to select multiple and do it or do it all through photoshop?
06-20-2020, 10:55 AM
(This post was last modified: 06-20-2020, 10:57 AM by Darkliger01.
Edit Reason: Forgot to mention an important fact
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(06-19-2020, 09:26 PM)Rarol Wrote: I just found out how to extract models and everything worked fine, but when I exported all of the textures I need to change the RGB & Alpha channels, is there an easier way to select multiple and do it or do it all through photoshop? Fortunately, that can be done within Switch Toolbox, by opening up the texture preview and going over to the RGB/Alpha channels. If a texture appears the be transparent when it doesn't need to be, then the alpha channel needs to changed from "Alpha" to "One". Of course, the RGB colors need to match the options.
06-20-2020, 04:19 PM
(06-20-2020, 10:55 AM)Darkliger01 Wrote:Thank you for the reply, but I have been doing that for every indiviual texture for every individual model. Is there a quicker way to do multiple rather than just one texture at a time?(06-19-2020, 09:26 PM)Rarol Wrote: I just found out how to extract models and everything worked fine, but when I exported all of the textures I need to change the RGB & Alpha channels, is there an easier way to select multiple and do it or do it all through photoshop?
06-20-2020, 06:10 PM
(06-20-2020, 04:19 PM)Rarol Wrote:(06-20-2020, 10:55 AM)Darkliger01 Wrote:Thank you for the reply, but I have been doing that for every indiviual texture for every individual model. Is there a quicker way to do multiple rather than just one texture at a time?(06-19-2020, 09:26 PM)Rarol Wrote: I just found out how to extract models and everything worked fine, but when I exported all of the textures I need to change the RGB & Alpha channels, is there an easier way to select multiple and do it or do it all through photoshop? Not really. Each texture has its own settings, and only one texture can be edited at a time. Thanked by: Rarol
06-22-2020, 01:48 AM
Thank you for the help! I was just wondering.
I was also wondering does anyone know the location or filenames for all of the original clothing for npc's? I can find the villagers clothing under "NpcNmlTopsWol....Nin_NX_NVN.zs" but cant find the actual clothing textures.
06-24-2020, 11:06 PM
hello guys quick question is there a way to create my own character in acnh and then rip it off as a 3D model ?
06-25-2020, 01:19 AM
Thanked by: hitorikuroi
06-25-2020, 01:44 PM
(06-25-2020, 01:19 AM)Bupuroni Wrote:that helps tremendously! ty what i want to do is customize a group of player chars and them export their custom model "gestures, hair etc". Texture is not a problem if i can get that to a 3d editor i could re color and texture(06-24-2020, 11:06 PM)hitorikuroi Wrote: hello guys quick question is there a way to create my own character in acnh and then rip it off as a 3D model ?I don't think there is a program for that, i did however find the model for the player with no textures. if that helps. is this a possibility then? or are you referring to a blank body without your custom hair clothing? thank you for answering btw
06-25-2020, 08:49 PM
(06-25-2020, 01:44 PM)hitorikuroi Wrote:(06-25-2020, 01:19 AM)Bupuroni Wrote:that helps tremendously! ty what i want to do is customize a group of player chars and them export their custom model "gestures, hair etc". Texture is not a problem if i can get that to a 3d editor i could re color and texture(06-24-2020, 11:06 PM)hitorikuroi Wrote: hello guys quick question is there a way to create my own character in acnh and then rip it off as a 3D model ?I don't think there is a program for that, i did however find the model for the player with no textures. if that helps. The character model is separate from the clothing models...which are also separate from their respective textures. Though skelly grouping is wonky, the vertex groups and weights on the clothes should match the player model...mostly. Group names will possibly be different. Clothing items for the player model are the PlayerBottoms and PlayerTops models, with the textures as TopsTex and BottomsTex. The Accessories, Bags, Caps, and Shoes have their own categories and SocksTex for the Socks and Leggings. Thanked by: hitorikuroi
06-28-2020, 06:13 PM
I have been hunting for the model of big top butt I havnt found it anywhere, wondering if someone has him available? Tentacleslime#2613 on discord
I'm getting these errors when I try to rip the .zs files from the .nca:
C:\Users\elia1\Downloads\hactool-1.4.0-win>hactool.exe -k prod.keys --basenca="base_nca/4f6c17f33e8c9b3940b57a9184b2f9ee.nca" --titlekey=title key from the .tik file at address 0x180--romfsdir --exefsdir="exefs" "update_nca/369c143aafd26709b9961ef845d852d2.nca" --disablekeywarns [WARN] prod.keys does not exist. [WARN] Unable to match rights id to titlekey. Update title.keys? Unable to locate RomFS in base NCA! C:\Users\elia1\Downloads\hactool-1.4.0-win>pause |
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