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Random Talking Bush's Model Importers and QuickBMS Scripts
(06-02-2019, 08:22 PM)Random Talking Bush Wrote:
(06-02-2019, 04:49 AM)Josou_Kitsune Wrote: I was wondering how are you doing with the GinTama Rumble .tmd script? I tried to use the SK script and it only imported the bones, though I think you already knew that. Tongue
Here are Gintoki's H and L models http://www.mediafire.com/file/c1e9hehyb7...s.zip/file
Next week for sure I should have some time to update that script. Been overly busy last month so I didn't get much time for my projects (plus I spent a lot more time than I had expected updating my Telltale script).
Sweet I can't wait to get my hands on Shiroyasha's polygons.  Cute
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Hey! I was using the .tmd script to import models into 3dsmax for SKEV, am I able to export them in the same file type?
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(06-06-2019, 02:51 AM)netbeans69 Wrote: Hey! I was using the .tmd script to import models into 3dsmax for SKEV, am I able to export them in the same file type?
Unfortunately no, my scripts are only for importing the models into 3DS Max, not the other way around.
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Hey RTB. I have been testing the N.Sane Trilogy IGZ to DDS/GNF with the Nitro Fueled (Switch version) textures and seems to be working fine with (almost) all the files. However, there's a error happening with Normals maps.

https://i.imgur.com/sCOeudl.png this is the error.

And here's some sample files https://puu.sh/DI1PD.rar

Also, Thank you for your hard working on all these scripts!
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(06-19-2019, 09:44 AM)Guimian Wrote: Hey RTB. I have been testing the N.Sane Trilogy IGZ to DDS/GNF with the Nitro Fueled (Switch version) textures and seems to be working fine with (almost) all the files. However, there's a error happening with Normals maps.

https://i.imgur.com/sCOeudl.png this is the error.

And here's some sample files https://puu.sh/DI1PD.rar

Also, Thank you for your hard working on all these scripts!
Yep!

https://mega.nz/#!app0jI7R!aAkZVXKfeGAVl...lObxY89Qdw

Easy fix, just needed to add a check for Switch ATI2-based textures (there weren't any in the Switch version of Crash: N-Sane Trilogy, after all).

(Now hopefully I should have something ready for the models themselves soon enough...)
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(06-20-2019, 05:53 AM)Random Talking Bush Wrote:
(06-19-2019, 09:44 AM)Guimian Wrote: Hey RTB. I have been testing the N.Sane Trilogy IGZ to DDS/GNF with the Nitro Fueled (Switch version) textures and seems to be working fine with (almost) all the files. However, there's a error happening with Normals maps.

https://i.imgur.com/sCOeudl.png this is the error.

And here's some sample files https://puu.sh/DI1PD.rar

Also, Thank you for your hard working on all these scripts!
Yep!

https://mega.nz/#!app0jI7R!aAkZVXKfeGAVl...lObxY89Qdw

Easy fix, just needed to add a check for Switch ATI2-based textures (there weren't any in the Switch version of Crash: N-Sane Trilogy, after all).

(Now hopefully I should have something ready for the models themselves soon enough...)

Thanks, dude! I'm excited for the models release, (but of course, take your time!)

For the script, it's working well but for both Body normal maps for Nitros Oxide and Coco the texture looks corrupted... Maybe because of the .pak extractor i'm using?

Here's what it appears in QuickBMS https://i.imgur.com/Qe2OiSP.png

And also how the textures looks https://i.imgur.com/XpQqfLS.png

I used the last version of NST_Pak_Explorer by Neo_Kesha to extract the files because the Marvel Ultimate Alliance 2 script by Aluigi doesn't seem to extract some files properly too.
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(06-20-2019, 11:47 AM)Guimian Wrote: Thanks, dude! I'm excited for the models release, (but of course, take your time!)

For the script, it's working well but for both Body normal maps for Nitros Oxide and Coco the texture looks corrupted... Maybe because of the .pak extractor i'm using?

Here's what it appears in QuickBMS https://i.imgur.com/Qe2OiSP.png

And also how the textures looks https://i.imgur.com/XpQqfLS.png

I used the last version of NST_Pak_Explorer by Neo_Kesha to extract the files because the Marvel Ultimate Alliance 2 script by Aluigi doesn't seem to extract some files properly too.
Yeah, it looks like a decompression issue with the NST_Pak_Explorer program. They turned out fine using a modified version of aluigi's script:
[Image: AsN6DxF.png]
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Did you ever remember the name of the program that can be used for extracting the textures from senran kagura peach beach splash?
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Hi there. Sorry for asking this but, when could we see a Model Tool for the Crash Bandicoot N.Sane Trilogy game, or a beta version of it? BTW I just discovered your update on the Textures tool and now I don't have problems with them anymore, it works great, thank you so much for the hard work (And like it's had been said before, take your time).
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It seems that your BARS script works even the SMM2 .bars files. But not fully functional.
Do you plan to update it, RTB?
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(06-28-2019, 11:18 AM)UncleJansom Wrote: Hi there. Sorry for asking this but, when could we see a Model Tool for the Crash Bandicoot N.Sane Trilogy game, or a beta version of it? BTW I just discovered your update on the Textures tool and now I don't have problems with them anymore, it works great, thank you so much for the hard work (And like it's had been said before, take your time).
Same here, but from what I heard It's almost there so it'll probably be released soon. But for right now we have this for right now: IgzModelConverter
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(07-14-2019, 02:32 AM)Vanilluxe92 Wrote: It seems that your BARS script works even the SMM2 .bars files. But not fully functional.
Do you plan to update it, RTB?
It's probably a similar update to the one the BFRES files got (speaking of, I'll need to do the same for my model and texture scripts), so I'll have a look sometime this week.

(06-28-2019, 11:18 AM)UncleJansom Wrote: Hi there. Sorry for asking this but, when could we see a Model Tool for the Crash Bandicoot N.Sane Trilogy game, or a beta version of it? BTW I just discovered your update on the Textures tool and now I don't have problems with them anymore, it works great, thank you so much for the hard work (And like it's had been said before, take your time).
There's one little thing I gotta work on regarding those -- autodetecting "models" (unrigged models) correctly, since I orignally wrote it for the "actors" (rigged models) files. Once that's done I'll release what I've got, in all its hacky glory.
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