(08-29-2020, 12:28 AM)ThatOneOddCat Wrote: Hi, I have a bit of a problem with a model, I exported a squirrel model (Marshall) using the provided tool and imported it to Blender. The model loaded but the shadow is inconsistent on the head along with lighting that is also inconsistent with the rest of the model plus the seams are visible, I've tried to export it again to check if it was the cause of the problem and the results were the same as before. I did some searching for similar issues to other forums, followed the suggestions (recalculate normals, check if faces are flipped and remove doubles) and the problem still persists.
Here's the screenshot:
Any help is appreciated.
Blender does not automatically apply the correct texture maps, therefore you have to apply the texture manually otherwise your results will look like what you described. For Information on how to do this check out this thread and post #69. You may also need to rip the required textures yourself - see the main post for details.
I've checked the thread and post that you have mentioned. It mentioned a _crv _Mtl _Rgh _AO texture file that didn't come with the model which only has _alb _mix _nrm so that kinda confused me. On the other hand, I figured out that the model's normals were partially 'rotated' which cause the shadows and light to be inconsistent. also, thank you for the help!
(04-15-2020, 11:28 AM)Username123 Wrote: New Guide (can also extract data from update files): Files that you need for this Guide: Switch Hactool - https://github.com/SciresM/hactool/releases An Animal Crossing New Horizons .nsp (Google for that) Optional: An Animal Crossing New Horizons update .nsp (Google for that) prod.keys (Google for that) - Don't post yours here as it is illegal to share them. Switch Toolbox - https://github.com/KillzXGaming/Switch-T...TAL_LATEST
For the base game + update file: 1. Unzip the Switch Hactool and put your prod.keys in the same folder 2. Open cmd and navigate to your folder. Then run these two commands to extract the .nca files from the .nsp files: hactool.exe -t pfs0 --pfs0dir=base_nca your_base.nsp and hactool.exe -t pfs0 --pfs0dir=update_nca your_update.nsp ( Of course, you have to replace your_base.nsp and your_update.nsp with the path to your two .nsp files ) 3. Then open the "update_nca" folder and open the .tik file with a hex editor of your choice. Copy the title key which is located at 0x180. 4. Now execute this command: hactool.exe -k prod.keys --basenca="base_nca/your_base.nca" --titlekey=your_titlekey --romfsdir --exefsdir="exefs" "update_nca/your_update.nca" ( Replace "your_titlekey" with the title key that you just copied, also replace "your_base.nca" with the name of your biggest base game nca file and lastly replace "your_update.nca" with the name of your biggest update nca file ) 5. Wait until the extraction process is finished, then you can open the switch toolbox and use it to view and export most of the game files.
For the base game only: 1. Unzip the Switch Hactool and put your prod.keys in the same folder 2. Open cmd and navigate to your folder. Then run this command to extract the .nca files from the .nsp file: hactool.exe -t pfs0 --pfs0dir=base_nca your_base.nsp ( Of course, you have to replace your_base.nsp with the path to your .nsp file ) 3. Now execute this command: hactool.exe base_nca/your_base.nca -k prod.keys --romfsdir --exefsdir="exefs" ( Replace "your_base.nca" with the name of the biggest base game nca file ) 4. Wait until the extraction process is finished, then you can open the switch toolbox and use it to view and export most of the game files.
Please note that Hactool will always show: "[WARN] prod.keys does not exist.", you can just ignore that.
1. Drag & drop the .zs file into the toolbox and expand the folder.
2. If you see "output.bfres", double click it. After that, you should be able to see the individual orders that contain the textures, models, or other files.
Please note that the glass is usually not displayed correctly in the preview.
1. Expand the models folder and make a right-click on the model that you want to export. Then click on export.
2. Change the file type to DAE (*.dae) in the "Save As" window and click on save. This is important so that you can open the model with a normal 3D editing program.
3. You can leave everything in the Export Settings window as it is and press Ok.
Normal Maps:
Expand the texture folder and click on the normal map you want to export. Then go to the "Properties" tab on the right and change the blue channel from zero to blue as follows:
1. Press on the table cell that contains "zero" so that a small arrow appears.
2. Press the arrow to open the drop-down menu and select blue.
After that, you can export the normal map like any other texture.
Other Textures: 1. Expand the textures folder and make a right-click on the texture that you want to export. Then click on export. 2. Change the file type to Portable Network Graphics (*.png) and click on save.
1. Expand the animations folder and make a right-click on the animation that you want to export. Then click on export. 2. Change the file type in the "Save As" window to something that you can open with your 3D editing program, for Blender, I can recommend SE Animation (*.seanim) and click on save. To open *.seanim files in Blender you need this plugin. https://github.com/SE2Dev/io_anim_seanim
1. Install the plugin by clicking File > Settings and then make sure that "Components" is highlighted in blue on the left side. If not, press it once. Then click on "Install..." on the right and select the plugin file. After that press OK and Apply to confirm that you want to install the plugin.
2. After installing the plugin, you can simply drag and drop the .bwav files into the program and use it to listen to the files.
3. If you now want to convert the file to a format of your choice, right-click the file you want to convert and click Convert > Quick Convert. Then choose your preferred file format and press Convert.
1. Hactool outputs this error message:
Invalid NCA header! Are keys correct?
Unable to locate RomFS in base NCA!
This most likely means that your keys are incorrect, not up to date, or in the wrong folder.
2. Switch Toolbox tells that it cannot find the DirectXTexNetImpl First, make sure that the latest version of Microsoft Visual Studio is installed, that the program is run as Admin, and that your antivirus program is not the problem for you. If this is the case delete the folder x64 or x86 depending on your system architecture. Also, make sure that there is a DirectXTexNetImpl.dll file in the folder you are not deleting. If that doesn't help, try again, only with the difference that you now delete the remaining folder and restore the deleted folder. If the program still does not start afterward, your computer is, unfortunately, most likely not compatible with the program, so try to start toolbox on another computer.
1. Unzip the NSC Builder and copy your keys.txt in the folder "ztools".
2. Open NSCB.bat and press "6" to enter the advanced mode. If it says "Getting NUTDB json" wait until it is finished.
Then press "2" and select your .xci or .nsp. After selecting your file press "1" and then "4" to start the extraction process (this will take a while).
3. After it successfully finished, you can close the window and open the folder "NSCB_exctrated". The unpacked game files should now be there.
4. Now you can open the switch toolbox and use it to view and export most of the game files.
Is there a way to rip the sound files without bricking my switch or getting banned online? My parents can only afford one nintendo switch per sibling, so I don't have any back up switches to toy around with. No, I can't use swich lites because they don't have a slot for micro SDs which is like a primary thing to use when you want to mod your switch!
Hey, I was just wondering if anyone can make sense of some of the texture files. I looked through the thread and found some really useful information (such as which channel corresponds to which texture map), but I didn't see anyone mention how to use _Grd textures.
From what I've seen these always come bundled with _AlbGry textures, which take their color from being tinted. I assume the _Grd textures are what tell the game how to tint a texture, but so far I have not been able to figure out how this is done. I tried making a gradient using a single line of pixels and overlaying this onto the grayscale image, but that didn't work out too well. I also tried choosing a single pixel to do the exact same, but alas it failed. Now I'm clueless as to how I'm supposed to use it and would like to know if anyone has any other ideas
(10-09-2020, 09:29 PM)Heracles421 Wrote: Hey, I was just wondering if anyone can make sense of some of the texture files. I looked through the thread and found some really useful information (such as which channel corresponds to which texture map), but I didn't see anyone mention how to use _Grd textures.
From what I've seen these always come bundled with _AlbGry textures, which take their color from being tinted. I assume the _Grd textures are what tell the game how to tint a texture, but so far I have not been able to figure out how this is done. I tried making a gradient using a single line of pixels and overlaying this onto the grayscale image, but that didn't work out too well. I also tried choosing a single pixel to do the exact same, but alas it failed. Now I'm clueless as to how I'm supposed to use it and would like to know if anyone has any other ideas
You're actually really close with the Gradient option, at least to how I assume it works. Some of the lines don't look good color wise (especially on leaves), but play around with which gradients you are applying to get your desired results.
11-11-2020, 04:28 PM (This post was last modified: 11-11-2020, 04:29 PM by SyrBearhunter.)
I'am looking too.
I find in the Model Folder files like these: "CharactorAnimation.Nin_NX_NVN.zs, CharactorAnimation10100.Nin_NX_NVN.zs, CharactorAnimation10200.Nin_NX_NVN.zs, CharactorAnimation10300.Nin_NX_NVN.zs, CharactorAnimation10400.Nin_NX_NVN.zs"
but when i export these Animation i got a error message in blender (anybody a solution ?)
And in the "AnimationInfo" Folder i find ".byml" for NPCs, but how i convert these to animations ?
11-20-2020, 10:14 PM (This post was last modified: 11-20-2020, 10:30 PM by Weirdkid_12.)
Um, @Username123, I'm unsure how to work hactool, as it is my first time, but I am most certain that it should extract files. All it did was scroll a whole bunch of text and nothing was created. Do you understand what is going on, or am I on my own?
EDIT: I should've been more clear; I was unable to extract the files. It said, "Saving (file)" and "Failed to open (directory)" and that was it. Nothing was saved. Is this common?
After extraction i get *.gen files in most cases.
I realy need a hint what to do with this files. I can see them and all the folders (animations, textures, etc.) in the switch toolbox but can not do anything.
I did not get any *.zs file to drag & drop so i opened the folder.
Is there any magic vodoo tool to convert them in something usefull?