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Random Talking Bush's Model Importers and QuickBMS Scripts
Had to update my BFRES script again, go figure.

Code:
Fixed Splatoon 2 models not importing correctly.
Apparently between the Testfire and the full game for Splatoon 2, they went from FMDL v5 to FMDL v8, which seems to have extra padding for bone data for whatever reason, so I had update my script to look for that.

https://mega.nz/#!atZ20IiZ!Ck4PX__CExrZc...7iFGeFFVo0
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So uh, this may be a dumb question, but after going through extensive searching and work, I finally managed to get the Splatoon 2 ROMFS, but hit a roadblock trying to extract the SZS files holding the models. Seems they're little-endian which is not supported by the tools I have.
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(08-05-2017, 08:00 PM)Carpaccio Wrote: So uh, this may be a dumb question, but after going through extensive searching and work, I finally managed to get the Splatoon 2 ROMFS, but hit a roadblock trying to extract the SZS files holding the models. Seems they're little-endian which is not supported by the tools I have.
Try using WiiUZip for those. Make sure the "Big Endian" menu option is unchecked when you do.
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And now all I have to do is figure out how to get the textures...man this makes me feel dumb, haha.
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(08-05-2017, 08:41 PM)Carpaccio Wrote: And now all I have to do is figure out how to get the textures...man this makes me feel dumb, haha.
Check back to the post where I originally had 'em, there's a QuickBMS script there to unpack 'em directly from the BFRES to DDS (no need to convert from GTX like the Wii U), and use Noesis to convert them to PNG since it's got good support for DX10 textures (which Splatoon 2 has a ton of) and doesn't cost anything compared to Photoshop.
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Well it extracted something, but Noesis views them as blank white images...most of them anyway. Maybe I have an older version...?

Edit: Stupid me, used the wrong version of Noesis. It all works now, thank ya man!

Edit 2: Some of them, such as 'Dark' Callie's hair and 'sashimi' come out distorted still.
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(08-05-2017, 09:25 PM)Carpaccio Wrote: Edit 2: Some of them, such as 'Dark' Callie's hair and 'sashimi' come out distorted still.
That's odd, I just checked and everything seems to be alright on my end. What are the texture names in particular, and how do they look for you? And just to check, what QuickBMS version are you using?
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"m_hair_alb" and "m_sashimi_alb"

As for my quickBMS version, I'm not sure, I'll try updating.
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(08-05-2017, 10:36 PM)Carpaccio Wrote: "m_hair_alb" and "m_sashimi_alb"

As for my quickBMS version, I'm not sure, I'll try updating.
Try re-downloading the QuickBMS script? Looks like it has the one error with off-sized textures that I'm sure I'd fixed already. It definitely isn't broken for me.
[Image: 59HhuWe.png]
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Got it working, apparently I had an older version of QuickBMS. My bad.
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(08-06-2017, 01:28 AM)Carpaccio Wrote: Got it working, apparently I had an older version of QuickBMS. My bad.
Ah, no problem. Kinda strange how the older versions seem to break with the script, I might've used a command that's only supported in newer revisions or something like that.
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How do I load the model with textures? (Using 3ds Max 2016)
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some of the splatoon 2 models still come out with distortion
or at least two of the textures of said models
hed_ncp006 and hed_ncp007, their albs look weird
http://imgur.com/a/KrlHv
used most recent version of quickbms with your script yeah
the other textures seem to come out fine though
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(08-10-2017, 04:00 AM)Pinkupi13 Wrote: some of the splatoon 2 models still come out with distortion
or at least two of the textures of said models
hed_ncp006 and hed_ncp007, their albs look weird
http://imgur.com/a/KrlHv
used most recent version of quickbms with your script yeah
the other textures seem to come out fine though
Hrm, I see what you mean. I'll look into doing a proper fix for that sometime soon (and fix that one problem with small RGBA32 textures while I'm at it, but I'm going to have to re-test everything), but until then, edit your QuickBMS script, find and replace the following line:
Code:
if ACTUALHEIGHT > 256 and ACTUALHEIGHT <= 320
with this:
Code:
if ACTUALHEIGHT > 256 and ACTUALHEIGHT <= 336
This'll fix those textures in particular, but it may possibly break others with heights between 320 and 336, I'll need to ferret through and locate some examples just to make sure.

(08-08-2017, 02:55 PM)Sheldon10095 Wrote: How do I load the model with textures? (Using 3ds Max 2016)
For the BFRES script? Just make sure the DDS files are in the same folder as the BFRES file, otherwise if they're in a folder with the same name as the BFRES, use the "Sub" command. But if you want my advice, you're better off batch-converting those to PNG and changing the one setting to such first since 3DS Max has trouble reading some DX10-based formats (which most of the Switch textures are).
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Updated the Switch BNTX script again:

Code:
Fixed certain textures being incorrectly exported (apparently I miscalculated the height ranges, whoops!)
Fixed RGBA32-format textures that were less 128 pixels in height not being exported correctly.
Tweaked the script so now it only adds image dimensions to the filenames if they need to be manually cropped

https://mega.nz/#!XwAjSYBa!JQ9wy3qGHvo7h...-uvRAKJy54

As always, lemme know if there's something that still doesn't work correctly (besides the ASTC stuff, but gdkchan's converter would be better for those).
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