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General Wii U BFLIM Thread
#16
Will do. I just got very excited for my new ripping techniques that
I didn't realize, not everyone HAS to help. It's optional, like what we all do.
For example, you chose to make programs for converting stuff.
And, yes, that IS a lame excuse. I'm..I'm, not sure where I was going with it. Embarassed
HELP IS OPTIONAL. YOU ARE NOT FORCED TO HELP. Yet, that was already known. Blank

Now I just feel like a pathetic idiot.
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#17
(07-24-2015, 02:14 AM)supersmashball Wrote: Now I just feel like a pathetic idiot.

Nah, don't be.

There's no reason to be upset, you're starting your teenager years and that's where a lot of change can possibly happen, such as your thoughts, your mood, and your actions.

You can improve and be an even better person during this time of life, and your patience level can improve as well.

Some people have important things to deal with before they're able to work on ripping stuff...

It's funny since I'm 13 as well (looking at your profile, I'm a few months older than you) so I kind of understand why you're feeling this way lol.

Also, if you're trying to view the DDS files, download Noesis and try right clicking on the file and exporting it to a PNG.
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#18
It converts properly, but with a non transparent background.
I was looking for something sort of the same as this, but with alpha
support.
Thanks for trying, though.
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#19
https://dl.dropboxusercontent.com/u/2787...DDSFix.bms

Use this on the DDS files that TexConv2 exports. It should automatically detect and fix the headers of RGB565 and RGBA8888 textures, and fix the colours (which will show up as BGR instead of RGB in regular image-viewing programs, nothing I can do about that, but it's easy enough to fix) and transparency respectively so that Noesis can export 'em properly. Just have QuickBMS save to the same folder and overwrite the existing files, it won't do any changes for DXT1/DXT5 or whatever, so don't worry about those breaking.

And speaking of, the BFLIM script was updated to work with those RGB565 files (^h) now.
https://dl.dropboxusercontent.com/u/2787...MtoGTX.bms
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#20
And now I'm covered! Thanks so much!
I especially needed the 2nd script because GTX-to-DDS would keep crashing every time
it ran across one.

Now only the Smash 3DS 'dt' file to figure out....
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#21
Updated the BFLIM script again, the ^r files were actually "BC4_UNORM" / "ATI1" textures, used for greyscaled, mask-based textures.

[Image: ym_cupiconmushroom_line.png]

Those kinds of textures will convert correctly now. Still a lot left to go, though (^s being one of them).

(EDIT: Er, never mind that. ^s seems to be the same format as ^r by the looks of it, added support for that too now.)
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#22
Thank you, RTB. No wonder the converter was crashing - VERY RARELY, THOUGH.
One more question. Do you have the Smash U layout folder? Just asking.
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#23
(07-26-2015, 11:41 PM)supersmashball Wrote: Thank you, RTB. No wonder the converter was crashing - VERY RARELY, THOUGH.
One more question. Do you have the Smash U layout folder? Just asking.
Smash Bros. for Wii U doesn't use BFLIM, everything UI-related is in the aptly-titled UI folder.
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#24
Okay, then. Where would you find that in the data folder?
Because everything I dumped from the entire ui folder (that I had downloaded from your MediaFire) had
no menu sprites, or anything. Would you know where the menu sprites are?
I would really like them.
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#25
I didn't get around to uploading 'em since I was more focused on the models more than anything else. They're in the folder now, as SSB4U-MenuTextures.7z. It does not include the character icons or anything else I've already dumped on The Spriters Resource.
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#26
And, would I have to credit you for said textures/sprites?
As I saw it was done with Kirby Rainbow Curse, I just want to know.
Also, sorry for the really late response. Thanks a lot!
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#27
(07-27-2015, 02:04 PM)supersmashball Wrote: And, would I have to credit you for said textures/sprites?
As I saw it was done with Kirby Rainbow Curse, I just want to know.
Also, sorry for the really late response. Thanks a lot!
Nah. The only reason why I did so for the Diary Pages sheet was because I re-ripped them all so that they could have their proper file names, and to include a few that you had missed for one reason or another (two was because they used a different format, which was the one I figured out not too long ago). That's all. Tongue

For future reference, if an .ARC file doesn't want to extract using SARCExtract, open the folder that it tried to extract to and make three folders -- anim, blyt and timg. Then try extracting it again and it'll work. For whatever reason it doesn't work right off the bat.
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#28
Thanks so much, RTB.
It was such a pain using EveryFileExplorer to extract
them by hand, one by one. I really wish I found this sooner.
But, I could never be mad at you!
Also, do you have any Splatoon data? Just asking.
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#29
(07-27-2015, 03:30 PM)supersmashball Wrote: Thanks so much, RTB.
It was such a pain using EveryFileExplorer to extract
them by hand, one by one. I really wish I found this sooner.
But, I could never be mad at you!
Also, do you have any Splatoon data? Just asking.
Yeah, sometimes ya just gotta do a little research to get things extracted correctly.

And yeah, I do. Send me a PM asking for 'em and I'll link you to the files.
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#30
Updated the BFLIM script to work with the differently-formatted BFLIM files from Game & Wario, as well as the ones with ^p (BC2_UNORM / DXT3) at the end.
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