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Random Talking Bush's Model Importers and QuickBMS Scripts
#16
Does anyone have bayonetta 2 files and Yoshi wooly world files?
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#17
To the two commenters above, no begging for model files, please. You'll have to acquire them yourself.

(09-26-2016, 11:46 PM)wchdsk Wrote: I have tried that the Senran Kagura: Estival Versus's  .tmd file and the scr not work
looks like not same as SV's module file
Do you need some sample?
I've already got all of the files from the game, I know about the issues and I'll be looking into fixing it later.

(10-01-2016, 01:08 PM)ssringo Wrote: I see you've added support for Natsuiro High School to your Tamsoft script. How did you extract the .cat files? I've tried using all the bms scripts used on other Tamsoft games (posted over on xentax) but they don't work.
I actually can't say right now, as I was only working with pre-extracted files which were sent to me. I'll look into it a bit later, but until then you can just crop the files to the "0dmt" headers and then run the script on 'em.

Anyway, I've updated my Compile Heart ISM2 importer so that the model files from Trillion: God of Destruction now work.
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#18
Does anyone actually have the files to Trillion God of Destruction? I want to work on pulling some models from it.
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#19
(10-10-2016, 03:07 AM)Random Talking Bush Wrote: I actually can't say right now, as I was only working with pre-extracted files which were sent to me. I'll look into it a bit later, but until then you can just crop the files to the "0dmt" headers and then run the script on 'em.

I'll see if I can figure it out but I'll probably be waiting on a working script as my skill pretty much starts with clicking "run script" in Max Big Grin

Do you need me to send you some sample .cat files?
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#20
RTB, have you tried ripping models front pokeland Legends?
[Image: 33426ca52b.png]
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#21
When will you make more Adventure Time: Card Wars models?
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#22
(10-10-2016, 03:07 AM)Random Talking Bush Wrote: To the two commenters above, no begging for model files, please. You'll have to acquire them yourself.

Stop making model requests in here guys. Dude's got enough on his plate. This thread is only for him showing his importers and questions regarding them.

If anyone else comes in here asking him to rip models, I will start handing out warns. Read the forum rules (namely the part about the requirements needed to request) and stop nagging him about everything under the sun.
[Image: sweet-capn-cakes-deltarune.gif]
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#23
(10-10-2016, 08:41 PM)ssringo Wrote: I'll see if I can figure it out but I'll probably be waiting on a working script as my skill pretty much starts with clicking "run script" in Max Big Grin

Do you need me to send you some sample .cat files?
I've got all of 'em on my computer now, so I'll be working on that sometime later this month.

Anyway, I've updated my BFRES importer script now! Should run a lot better for everyone.
Code:
Added a UI to choose which BFMDL to import in a BFRES, and various little options.
LOD (Level of Detail) models can now be imported.
Fixed Version 0 BFRES bone structures so they're no longer broken (NSMBU, NintendoLand)
Fixed Version 3 BFRES bone structures so they actually load now (Wii Sports Resort)
Fixed MatrFlag-related importing so now it won't take AGES to load maps!
Fixed texture importing for certain Paper Mario: Color Splash models.
Fixed vertex colours which use full floats instead of half floats (LoZWWHD), thanks DSX8!
Added UV mapping support for type 516 (bytes), might be incorrect.
Not a fix, but UV mapping type 2056 is currently incorrect and will need to be looked into later.
Likewise, normals will be looked into for the next update.
And a couple of scripts to decompress and unpack the files from Tank! Tank! Tank!, which are available in the first post.
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#24
Uh...I keep getting an error with the Paper Mario Color Splash decompression script. Doesn't  matter which archive I use it on.

Screenshot
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#25
(10-18-2016, 01:58 AM)Carpaccio Wrote: Uh...I keep getting an error with the Paper Mario Color Splash decompression script. Doesn't  matter which archive I use it on.

Screenshot
It doesn't work on the LZARC files, just the regular .LZ files.
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#26
Well crud, I was hoping to get the stage models out of it. Guess that's not gonna happen...
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#27
(10-18-2016, 02:23 PM)Carpaccio Wrote: Well crud, I was hoping to get the stage models out of it. Guess that's not gonna happen...
Actually, you should be able to use the LZDecomp Python script here to unpack those.
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#28
Well that would probably work, if I had any idea how to use it, but thanks for trying to help!

EDIT: Also, the TID converter doesn't work for those found in Trillion: https://www.dropbox.com/s/v8c1lbjermulc3...E.zip?dl=0
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#29
Updated my Super Smash Bros. for Wii U importer with a fix:
Code:
Added support for vertex types 0x01, 0x16 and 0x17, and UV type 0x14/0x24/0x34/0x44.

(EDIT: I did have a fix for the "billboard" positioning, but by implementing it I accidentally broke everything else, so it's on the backburner again.)
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#30
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.
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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