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Random Talking Bush's Model Importers and QuickBMS Scripts
(11-17-2018, 09:41 AM)YeraySL Wrote:
(11-17-2018, 06:37 AM)CHEMI6DER Wrote:
(11-16-2018, 06:42 PM)Random Talking Bush Wrote: [Image: aXpPdQw.png]

Here's a script for the recently-released Pokémon Let's Go games! Overall this format was a lot easier to figure out than the older games, but then again part of that might be my experience with writing scripts nowadays.

https://mega.nz/#!T0AgGCQL!yQRoCz4oO5arz...ZUH1gtvR8c

Also an update to my Switch BNTX QuickBMS script to fix a few issues:
https://mega.nz/#!GhIwRIIC!2IyXhORIAQCut...-GrJRiqtYY
Thanks for the script! I have a few questions about it: are the texture coordinates supposed to be messed up when I import it?(like in the screenshot below) and are there any plans to support automatically importing normals, ambient and fur maps?(related to the same model as in the screenshot)
[Image: HvLqcWT.png]
Also a question about the BNTX converter: some textures are messed up no matter in which software I open them with. I've noticed that those textures usually have some colour channels remapped(for example ch0-luminance and ch1-alpha and ch2/ch3 empty). Is there a way to fix this(or should I just use something different that XNShell?, though I remember that VisualStudio properly showed some of those .dds files)?
where did u find the gfmdl of pokémon? the gfpak dosnt opens it
You have to extract gfpac with a separate utility. pkNX has code and UI to do that, but lacks any way of opening the actial submenu. I've made a cli interface to extract .gfpac with pkNX's code. You can find it in this GbaTemp thread of mine.
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RE: Random Talking Bush's Model Importers and QuickBMS Scripts - by CHEMI6DER - 11-17-2018, 01:13 PM

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