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(Another) Zelda Ripping Project!
(03-25-2017, 03:36 PM)Trikeboy Wrote: I have a question. I'm working on the dragons from Breath of the Wild.  The model for all three is under one file name and the different horns are separate models that can be toggled.  My question is this.  Would it be better to upload three different models, one for each dragon and delete the unused horns, or should I upload them as one file like it extracted.  Personally, I would go the three separate model route but I'm not sure if that is acceptable.
Yeah, I'd say you should have all three as separate models.
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Just for the sake of questions like that I'm going to compile all of the questions and explanations that are in the thread into the OP.
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
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(03-25-2017, 12:44 PM)PocketTNT Wrote: How long does it normally take for a submitted model to be put up for download? I'm trying to get clock town to make a stage model import for sm4sh 3ds.

Sorry if this is kind of off topic.

I've submitted pretty much all of Clock Town, it's been pending for about 2 1/2 months, I'm really not sure how much longer it will take.
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(03-25-2017, 03:36 PM)Trikeboy Wrote:
(03-25-2017, 03:04 PM)zSydor Wrote: How do you import models in blender? i found only the script for 3ds max Very Sad

If we are talking about BotW, load the model into 3DS Max and export the model as a FBX file. Import the FBX file into Blender. That's what I've been doing.

Oh, ok xD i thought there was a script for blender lol
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(03-26-2017, 11:03 AM)Guy Wrote:
(03-25-2017, 12:44 PM)PocketTNT Wrote: How long does it normally take for a submitted model to be put up for download? I'm trying to get clock town to make a stage model import for sm4sh 3ds.

Sorry if this is kind of off topic.

I've submitted pretty much all of Clock Town, it's been pending for about 2 1/2 months, I'm really not sure how much longer it will take.

IDK if you're allowed too or not but… If you can would you please PM clock town to me?
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Yea, that's allowed.
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
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Anyone have or know where the textures for particles are stored? Is there any way to get to them?

I can't find any info on extracting stuff from whatever file format they use in the effects folder.
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Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for
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(03-28-2017, 05:01 PM)digivee Wrote: Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for
Take a look at ShadowOne333's list on GBATemp designed for the one trainer, as the numbering matches up almost perfectly with the respective filenames (minus the Flamebreaker gear, which is actually 030 instead of 011 due to some odd file relinking).

Anyway, since people have asked me a bunch of times about writing up some kind of tutorial as to how to get these extracted properly, here's a step-by-step process for that:

1. Make sure you have 3DS Max (I use 2010, but newer ones should be fine) installed.
2. Download the Wii U BFRES MaxScript to use with that.
3. Download QuickBMS if you haven't gotten it already.
4. Download my BFRES-to-GTX scripts to use with that, for extracting the textures from the ".Tex1.bfres" files, and my "BFLIM DDS Fix" script to correct missing transparencies.
5. Download TexConv2 so you can convert the textures from GTX to DDS.
6. Download the SZSTools 1.0 package here for decompression.
7. Extract both the game's disc contents and update files (you'll need both -- the disc has the textures, and the update has the models). You're on your own for this one, but there are tutorials for that elsewhere.
8. Drag-and-drop one of the .SBFRES files onto Yaz0Dec.exe from the SZSTools pack linked to above, and you'll get another file with "0.rarc" at the end. Replace the entire ".sbfres 0.rarc" part of the extension with ".bfres", as they're no longer compressed and now usable.
9. Run QuickBMS with the "BFRES_Textures_NoMips_BotWTex1Only.bms" script linked to above (or "BFRES_Textures_BotWTex1+2.bms" if you want mipmaps) on the .Tex1.bfres files, and you'll get a bunch of GTX files.
10. In the folder with TexConv2, there should be a subfolder called "Convert". Move the GTX files into there, and run the "convertGTX_lossless.bat" (not the original batch, many normal and specular maps use ATI1/ATI2 formatting which don't extract correctly with the other one). The resulting .DDS files will be in the "OutDDS_Lossless" folder.
11. Run QuickBMS again, this time with the "BFLIMDDSFix.bms" script on the .DDS files, this will fix any transparencies being missing on the textures (due to a bug with TexConv2). If a texture becomes fully-transparent, you'll want to re-export those, but without using the fix script on those respective files. Annoying, yes, but it works.
12. Move those .DDS files back to the same folder as the .BFRES files.
13. Start up 3DS Max, and go to MaxScript -> Run Script.... Pick the script I linked to above ("BFRES Script_R4.ms" at the time of this writing). In the window that pops up, click "Load BFRES" and choose the file you want to open. If the .BFRES file has models in it, they'll show up in the menu on the right side. Pick one, and click on "Import BFMDL".
14. Sit back and wait for it to import, and if everything's done correctly, you'll have a fully-rigged, properly-textured model in your viewports!
15. Side note: If models have any polygon groups named "Layer", those won't have the correct textures applied (for now), so you'll have to re-apply the correct one to it. "Layer 2" is mainly used for normal/specular maps.

If I missed an important step, don't hesitate to let me know. (Or I can try writing up a more detailed one later, but I'm not really that good with tutorials, so I've been told...)
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I use 3DS 2015, RTB. It works fine.
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
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(03-29-2017, 12:06 AM)MidnightXS Wrote: I use 3DS 2015, RTB. It works fine.
I've had to apply some fixes to the script specifically for 3DS Max 2015 and above (I still need to go back and do the same for the rest of my importers). Hence why I still use 2010, since Autodesk somehow finds a way to break things in each revision of their program. :V
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[Image: 8rBTlMP.png]
Having this problem when I try to export to FBX. How might I go about fixing it?
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Wink 
(03-28-2017, 07:44 PM)Random Talking Bush Wrote:
(03-28-2017, 05:01 PM)digivee Wrote: Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for
Take a look at ShadowOne333's list on GBATemp designed for the one trainer, as the numbering matches up almost perfectly with the respective filenames (minus the Flamebreaker gear, which is actually 030 instead of 011 due to some odd file relinking).

Anyway, since people have asked me a bunch of times about writing up some kind of tutorial as to how to get these extracted properly, here's a step-by-step process for that:

1. Make sure you have 3DS Max (I use 2010, but newer ones should be fine) installed.
2. Download the Wii U BFRES MaxScript to use with that.
3. Download QuickBMS if you haven't gotten it already.
4. Download my BFRES-to-GTX scripts to use with that, for extracting the textures from the ".Tex1.bfres" files, and my "BFLIM DDS Fix" script to correct missing transparencies.
5. Download TexConv2 so you can convert the textures from GTX to DDS.
6. Download the SZSTools 1.0 package here for decompression.
7. Extract both the game's disc contents and update files (you'll need both -- the disc has the textures, and the update has the models). You're on your own for this one, but there are tutorials for that elsewhere.
8. Drag-and-drop one of the .SBFRES files onto Yaz0Dec.exe from the SZSTools pack linked to above, and you'll get another file with "0.rarc" at the end. Replace the entire ".sbfres 0.rarc" part of the extension with ".bfres", as they're no longer compressed and now usable.
9. Run QuickBMS with the "BFRES_Textures_NoMips_BotWTex1Only.bms" script linked to above (or "BFRES_Textures_BotWTex1+2.bms" if you want mipmaps) on the .Tex1.bfres files, and you'll get a bunch of GTX files.
10. In the folder with TexConv2, there should be a subfolder called "Convert". Move the GTX files into there, and run the "convertGTX_lossless.bat" (not the original batch, many normal and specular maps use ATI1/ATI2 formatting which don't extract correctly with the other one). The resulting .DDS files will be in the "OutDDS_Lossless" folder.
11. Run QuickBMS again, this time with the "BFLIMDDSFix.bms" script on the .DDS files, this will fix any transparencies being missing on the textures (due to a bug with TexConv2). If a texture becomes fully-transparent, you'll want to re-export those, but without using the fix script on those respective files. Annoying, yes, but it works.
12. Move those .DDS files back to the same folder as the .BFRES files.
13. Start up 3DS Max, and go to MaxScript -> Run Script.... Pick the script I linked to above ("BFRES Script_R4.ms" at the time of this writing). In the window that pops up, click "Load BFRES" and choose the file you want to open. If the .BFRES file has models in it, they'll show up in the menu on the right side. Pick one, and click on "Import BFMDL".
14. Sit back and wait for it to import, and if everything's done correctly, you'll have a fully-rigged, properly-textured model in your viewports!
15. Side note: If models have any polygon groups named "Layer", those won't have the correct textures applied (for now), so you'll have to re-apply the correct one to it. "Layer 2" is mainly used for normal/specular maps.

If I missed an important step, don't hesitate to let me know. (Or I can try writing up a more detailed one later, but I'm not really that good with tutorials, so I've been told...)

Good afternoon, why do they look like this, textures 3ds max 2015 ?. Can you tell me what I did wrong?


Attached Files Thumbnail(s)
   
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(03-29-2017, 12:45 PM)digivee Wrote: [Image: 8rBTlMP.png]
Having this problem when I try to export to FBX. How might I go about fixing it?

That happens every now and then.  When I import the fbx into blender after getting that,I go into pose mode and reset the pose. It fixes the model getting stretched out but you then have to reposition some bones. Sometimes you have to reposition meshes too. In that case, I load the fbx twice to get the exact position for one and use the magnet tab to position the other one.
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(03-29-2017, 07:53 PM)cherry89 Wrote:
(03-28-2017, 07:44 PM)Random Talking Bush Wrote:
(03-28-2017, 05:01 PM)digivee Wrote: Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for
Take a look at ShadowOne333's list on GBATemp designed for the one trainer, as the numbering matches up almost perfectly with the respective filenames (minus the Flamebreaker gear, which is actually 030 instead of 011 due to some odd file relinking).

Anyway, since people have asked me a bunch of times about writing up some kind of tutorial as to how to get these extracted properly, here's a step-by-step process for that:

1. Make sure you have 3DS Max (I use 2010, but newer ones should be fine) installed.
2. Download the Wii U BFRES MaxScript to use with that.
3. Download QuickBMS if you haven't gotten it already.
4. Download my BFRES-to-GTX scripts to use with that, for extracting the textures from the ".Tex1.bfres" files, and my "BFLIM DDS Fix" script to correct missing transparencies.
5. Download TexConv2 so you can convert the textures from GTX to DDS.
6. Download the SZSTools 1.0 package here for decompression.
7. Extract both the game's disc contents and update files (you'll need both -- the disc has the textures, and the update has the models). You're on your own for this one, but there are tutorials for that elsewhere.
8. Drag-and-drop one of the .SBFRES files onto Yaz0Dec.exe from the SZSTools pack linked to above, and you'll get another file with "0.rarc" at the end. Replace the entire ".sbfres 0.rarc" part of the extension with ".bfres", as they're no longer compressed and now usable.
9. Run QuickBMS with the "BFRES_Textures_NoMips_BotWTex1Only.bms" script linked to above (or "BFRES_Textures_BotWTex1+2.bms" if you want mipmaps) on the .Tex1.bfres files, and you'll get a bunch of GTX files.
10. In the folder with TexConv2, there should be a subfolder called "Convert". Move the GTX files into there, and run the "convertGTX_lossless.bat" (not the original batch, many normal and specular maps use ATI1/ATI2 formatting which don't extract correctly with the other one). The resulting .DDS files will be in the "OutDDS_Lossless" folder.
11. Run QuickBMS again, this time with the "BFLIMDDSFix.bms" script on the .DDS files, this will fix any transparencies being missing on the textures (due to a bug with TexConv2). If a texture becomes fully-transparent, you'll want to re-export those, but without using the fix script on those respective files. Annoying, yes, but it works.
12. Move those .DDS files back to the same folder as the .BFRES files.
13. Start up 3DS Max, and go to MaxScript -> Run Script.... Pick the script I linked to above ("BFRES Script_R4.ms" at the time of this writing). In the window that pops up, click "Load BFRES" and choose the file you want to open. If the .BFRES file has models in it, they'll show up in the menu on the right side. Pick one, and click on "Import BFMDL".
14. Sit back and wait for it to import, and if everything's done correctly, you'll have a fully-rigged, properly-textured model in your viewports!
15. Side note: If models have any polygon groups named "Layer", those won't have the correct textures applied (for now), so you'll have to re-apply the correct one to it. "Layer 2" is mainly used for normal/specular maps.

If I missed an important step, don't hesitate to let me know. (Or I can try writing up a more detailed one later, but I'm not really that good with tutorials, so I've been told...)

Good afternoon, why do they look like this, textures 3ds max 2015 ?. Can you tell me what I did wrong?

The wrong texture is on a layer.  For some reason different layers have different UV maps

(03-28-2017, 05:01 PM)digivee Wrote: Where are the Champion's Tunic and Hylian Trousers located? I've been looking through a lot of the armor_### files, but none of them are what I'm looking for

The Champion's Tunic is Armor_116, the Hylian Trousers are in Armor_01
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