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Random Talking Bush's Model Importers and QuickBMS Scripts
#46
No request, I am just curious, but do you think that you will ever make scripts that will encode stuff instead of decoding? Like a GTX to BFLIM?
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#47
Hi everyone.

Any of you were able to extract .PTEX images files? I've been using TiledGGD and images get broken. Perhaps I must do some configuration beforehand.
I've already googled and find nothing.
Any ideas?
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#48
(02-24-2017, 08:18 AM)hyago Wrote: Hi everyone.

Any of you were able to extract .PTEX images files? I've been using TiledGGD and images get broken. Perhaps I must do some configuration beforehand.
I've already googled and find nothing.
Any ideas?
Change the mode to "Tiled" and in "Set Tile Size" from 8x8 to 16x8 for 8-bit (256 colour) images, or 32x8 for 4-bit (16 colour) ones. Then just shift it one byte at a time until the texture no longer appear garbled. The palettes are 4-bytes BGR, and are located below the textures themselves.

[Image: V6XBrcJ.png]

Or you can just do a scene dump in Jpcsp to get the textures, which is faster overall (and you wouldn't have to fiddle with the palettes until you get something right.

(01-15-2017, 12:01 PM)DeathNut Wrote: No request, I am just curious, but do you think that you will ever make scripts that will encode stuff instead of decoding? Like a GTX to BFLIM?
There's still quite a lot of unknowns in the texture formats, so I'm not sure exactly how I'd go about building them from scratch. But I'm sure someone else will do so at a later time, there is a lot of interest in Wii U modding still.
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#49
(02-24-2017, 10:12 PM)Random Talking Bush Wrote:
(02-24-2017, 08:18 AM)hyago Wrote: Hi everyone.

Any of you were able to extract .PTEX images files? I've been using TiledGGD and images get broken. Perhaps I must do some configuration beforehand.
I've already googled and find nothing.
Any ideas?
Change the mode to "Tiled" and in "Set Tile Size" from 8x8 to 16x8 for 8-bit (256 colour) images, or 32x8 for 4-bit (16 colour) ones. Then just shift it one byte at a time until the texture no longer appear garbled. The palettes are 4-bytes BGR, and are located below the textures themselves.

[Image: V6XBrcJ.png]

Or you can just do a scene dump in Jpcsp to get the textures, which is faster overall (and you wouldn't have to fiddle with the palettes until you get something right.

(01-15-2017, 12:01 PM)DeathNut Wrote: No request, I am just curious, but do you think that you will ever make scripts that will encode stuff instead of decoding? Like a GTX to BFLIM?
There's still quite a lot of unknowns in the texture formats, so I'm not sure exactly how I'd go about building them from scratch. But I'm sure someone else will do so at a later time, there is a lot of interest in Wii U modding still.

Thanks for the quick reply.
This method really takes a lot of time.
I think a better approach is to use Texmod into PPSSPP emulator, go through the textures and save them.  Smile 

By the way, I took your MegaManPSP_MDL maxscript importer and improve it a little bit. 
I corrected the face orientation to point to Z-, turned bones more visible, welds the duplicate vertices and resize the model so that X is 5'3" ft (160 cm) tall (his official height).

Here is how it looks like:

[Image: mucXTjp.jpg]


For anyone who wants, download the maxscript importer here. (I didn't test for Megaman: Powered Up game).
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#50
Hey, RTB, I found out that the Wii game Bleach: Shattered Blade uses SMST-compressed gno formats.
My Model HitList (Model requests(Rigged/static and textured))

Super Smash Bros for Wii U
-Mario
-Sonic
-Mega Man
-Lucina
-Female Robin
-Both Wii Fit Trainers

Super Mario 3D World
-Main Protagonists (Cat Form)

Guilty Gear Xrd
-Dizzy
-Millia Rage

and a Noesis script for Smash Bros. for Wii U







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#51
I've updated both the BFRES MaxScript and the BFRES-to-GTX QuickBMS script now, mainly to make ripping from Legend of Zelda: Breath of the Wild easier.

Code:
Fixed rigging being utterly broken in 3DS Max 2012 and above (thanks to sunnydavis for part of the code used). Gee, *thanks*, Autodesk...
Also fixed rigging for models with more than 4 bone influences (Zelda's model in BotW, for example).
Added support for reading normals, thanks to Ploaj for helping with the 10-bit nonsense!
Added type 522 for colours (signed bytes, e.g. Fire Peach's dress model in SM3DW).

MaxScript Model Importer

And the texture script now exports mipmaps, and has alternate variants just for Breath of the Wild (one for its Tex1 files only, one for its Tex2 only -- read the text at the beginning of said script to see how it's used, and one that merges the Tex1 and Tex2 archives for textures and mipmaps... but frankly you'll just use the "NoMips" version since it's the best option).

QuickBMS Texture Extractor

I'll be updating the rest of my MaxScripts with the rigging fixes for 3DS Max 2012+ sometime later this month, now that I finally know how to.
[Image: sig.gif]
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#52
Updated the BFRES MaxScript again with a pretty important quickfix.

Code:
Fixed importing for Wind Waker HD models, which wasn't set up properly in the script in the first place. Whoops!

Could'a sworn it was working properly in the first place, but after checking again, it was completely off. Good job, me.
[Image: sig.gif]
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#53
(03-12-2017, 12:45 AM)Jared33 Wrote:
(03-11-2017, 11:18 PM)Random Talking Bush Wrote: Updated the BFRES MaxScript again with a pretty important quickfix.

Code:
Fixed importing for Wind Waker HD models, which wasn't set up properly in the script in the first place. Whoops!

Could'a sworn it was working properly in the first place, but after checking again, it was completely off. Good job, me.
Wobbuffet

Please don't make single-word posts, especially those that are irrelevant to the topic.
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#54
(03-12-2017, 12:10 PM)Mighty Jetters Wrote: Please don't make single-word posts, especially those that are irrelevant to the topic.

Sorry about that.
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#55
Hey RTB, Estival Versus just came out and was wondering if you could add support for that game if you have time. Format is .cat which seems to extract okay with the Tamsoft bms (only into .tmd) but don't load with the current maxscript (I know it says EV is not supported but just verified). Uploaded a few samples in case you're interested and don't have access already.

http://www.mediafire.com/file/0y2o7lqz2z...Senran.rar

If you need more I'll upload some more.
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#56
I wonder if someone has already figured out the compression format used for Mario Sports Superstars (.cbch, which is a compressed BCH model). The file starts with the byte 0x60 and then the 3 bytes of data size, then BCH. Probably a LZ-like compression.

Example file: https://mega.nz/#!gQQwWDra!JuRRvuH_J07kM...hps19KG2M4
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#57
(03-06-2017, 04:08 PM)Random Talking Bush Wrote: I've updated both the BFRES MaxScript and the BFRES-to-GTX QuickBMS script now, mainly to make ripping from Legend of Zelda: Breath of the Wild easier.

Code:
Fixed rigging being utterly broken in 3DS Max 2012 and above (thanks to sunnydavis for part of the code used). Gee, *thanks*, Autodesk...
Also fixed rigging for models with more than 4 bone influences (Zelda's model in BotW, for example).
Added support for reading normals, thanks to Ploaj for helping with the 10-bit nonsense!
Added type 522 for colours (signed bytes, e.g. Fire Peach's dress model in SM3DW).

MaxScript Model Importer

And the texture script now exports mipmaps, and has alternate variants just for Breath of the Wild (one for its Tex1 files only, one for its Tex2 only -- read the text at the beginning of said script to see how it's used, and one that merges the Tex1 and Tex2 archives for textures and mipmaps... but frankly you'll just use the "NoMips" version since it's the best option).

QuickBMS Texture Extractor

I'll be updating the rest of my MaxScripts with the rigging fixes for 3DS Max 2012+ sometime later this month, now that I finally know how to.

There is a form to use this in Blender? I wanted to know that because I want to do a BOTW Link port to Gmod.
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