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Random Talking Bush's Model Importers and QuickBMS Scripts
(10-17-2017, 10:24 PM)Random Talking Bush Wrote: I'm hoping before the end of the month, but it certainly is an undertaking since I have to research and support 9 different formats overall for the new version (CNO/PS3, ENO/360, GNO/Wii, INO/Mobile SD, LNO/Mobile HD, SNO/PS2, UNO/PSP, XNO/360/PS3 and ZNO/PC). But just recently I found the respective flags that determine the types of information in vertex buffers, so I just need to parse all of that correctly and then everything should work out much better (so no more UV mapping or rigging problems, for example).

At least the CNO format seems to be a close variation of ENO, so once I've got the latter redone I can use the coding from that and fix whatever necessary. Sonic 4's a good testing subject for all of this since there's a ton of versions of that game. Tongue

@RTB,
What progress have you made on updating the *NO Importer Script? Because it's been a month since I last posted on here, and you said you'd "hopefully" have it done before the end of October. I'm sorry for sounding impatient, but I really need that script for some models I'm trying to [correctly] rip and submit to tMR.
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RE: Random Talking Bush's Model Importers and QuickBMS Scripts - by MakutaMaster962 - 11-16-2017, 04:51 PM

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