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Random Talking Bush's Model Importers and QuickBMS Scripts
(05-01-2021, 05:21 AM)Lugana Rysniq Wrote: New Pokemon Snap uses NUMSHB

the smash script says this but doesn't directly import anything.

i forget if samples are allowed to post or not so i'll wait. or DM you them.

he already knows and he's working on a NUMSHB update to the smash script to work with the New Pokemon Snap model files.
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(05-01-2021, 05:21 AM)Lugana Rysniq Wrote: New Pokemon Snap uses NUMSHB

the smash script says this but doesn't directly import anything.

i forget if samples are allowed to post or not so i'll wait. or DM you them.
Already known:

(04-30-2021, 08:34 PM)Random Talking Bush Wrote: The models themselves are almost identical format-wise to the ones seen in Super Smash Bros. Ultimate, with the majority of the changes being for the NUMATB files (most of their information is now split into MATINSTB files). I'll be revising my SSBU MaxScript to import those correctly sometime soon.
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(03-08-2021, 05:37 PM)Carpaccio Wrote: Hey, I was just wondering if you had done any research into Disgaea 6's files and such, since it uses models now and there's DLC with prior game characters. It's released in Japan, but it's gonna be released in the US some time in June...long time to wait.
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(05-02-2019, 05:06 PM)Random Talking Bush Wrote:
(05-02-2019, 12:18 PM)06pori Wrote: I tried to convert "Natsurio High School"'s model. with your Tamsoft_TMD.ms
Although it was generally OK, 
but 'No ""+"" function for undefined' error occurred when loading some tmd models. as follows...

item/item003_0-item009_0...
npc/hair/npc_f_hair00,npc_f_hair10...
All tmd in the "npc/ear"
Most of tmd in the "bg/building"

Their 'glasses' are included in the 'item', but they can not be converted.
If possible, could you modify the scripts to convert them?

If you need them, I will send you a maxscriptListerner Log and a sample tmd.
Yeah, I didn't have a whole lot of samples for those. I do now, so when I get a chance to update the script I'll be sure to make sure those ones work too.


Sorry to bother, i am trying import map models Natsuiro High School ps3  using your script in 3ds max 2017, but nothing happened,
others models chars work.
Help me please, update the script to import the 3d models maps

archive 3d model map
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Three scripts have now been updated!

Wii U & Nintendo Switch - BFRES Importer
Code:
Fixed certain Miitopia models (e.g. Dark Lord) not importing due to an undefined vertex type (1 long integer for bone IDs).
Also fixed albedo / normal map textures not being applied to certain Miitopia models ("_albedo0" instead of "_a0").

Super Smash Bros. Ultimate / New Pokémon Snap - NUMDLB/NUMSHB Importer
Code:
Added support for models from New Pokémon Snap.
Added a vertex color multiplier option.
Models now reset their pivot points and XForms to 0 for ease with modding.
Fixed an oversight causing rigging (mainly for custom models, but also Bomberman's remote bomb) and materials to import incorrectly.
Fixed certain models with 0 bones (the Mii's Rex hair and Geno hat) not importing.
Fixed models refusing to import in 3DS Max 2021 (the "twoSided" error was due to it trying to apply "Standard" material settings to a "Physical" material, which apparently is the new default).

Super Smash Bros. Ultimate / New Pokémon Snap - NUTEXB to DDS Converter
Code:
Added ATI2 and BC6H_SF16 (both used in New Pokémon Snap). Textures also now use basenames instead of internal names due to Snap's ridiculously-long filenames.
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Ah, I’m trying to figure out how to hunt down the model of Rinne from Bravely Default. No idea what I’m doing though...
Anybody able to offer help or give some tips? Assistant is much appreciated!
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I think I've found an APK of Bravely Default Fairy's Effect if that's helpful to anyone...
https://m.apkpure.com/bravely-default-fa...ix.bdfejpn
Don't know if it'd be easy to rip the character models from this or not...
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(04-28-2021, 03:13 AM)Err0ne0us Wrote:
(11-23-2017, 09:09 PM)Random Talking Bush Wrote: [Image: vlwkbqy.png]
Figured I'd finally get off my lazy butt and finish off my World of Final Fantasy model importing script which I'd teased here earlier, since a PC version was released not too long ago. Thankfully, unlike the Vita version, the filesystem's not a pile of nonsense to figure out, so it's actually possible to find specific models! You'll need to run the decompressor script on anything you wish to import first since practically everything in the game is ZLIB-compressed, and then use the TEX-to-DDS script to get the textures into a usable format (note: some of them are BC7 format, so you'll need to have either Noesis or another program capable of importing those).

No automatic texture application for the models yet, though, but most of the character models from this game only have one texture so it's fairly trivial.

Download MaxScript (UPDATED 12/04/17)
Download File Decompressor
Download TEX to DDS Converter (UPDATED 12/07/17)

Fun fact: Sora's model is still in the PC version's files despite being "removed". How about that.

(11-17-2017, 01:01 PM)Carpaccio Wrote: On the topic of that *NO script...sort of...uh...any progress towards the Zero Gravity extracts?
(11-16-2017, 04:51 PM)MakutaMaster962 Wrote: @RTB,
What progress have you made on updating the *NO Importer Script? Because it's been a month since I last posted on here, and you said you'd "hopefully" have it done before the end of October. I'm sorry for sounding impatient, but I really need that script for some models I'm trying to [correctly] rip and submit to tMR.
I'm still working on that, it's taking a lot longer than I expected due to having to rewrite a crapton of things, and to make sure that nothing errors anymore or reads data improperly. I've almost got the ENO parser done, I'd just like to see out if I can get the vertex morphs to import as well for the Free Riders models before I consider that "done".

No clue about the Zero Gravity stuff yet, I'm scratching my head trying to figure out the "OOCH" archive stuff, nothing I've tried is working.

Can someone explain how you're supposed to get *.ENO files from Sonic Free Riders? I can understand that the files with no extensions apparently have them but when I extract them they don't have the "paST" header or anything nor can I find any documentation that'd help me out on this.

Yeah you gotta use Random Talking Bush's super epic Max Script in 3ds max, and for getting eno takes the using the bms script with QuickBMS and then hex editing for the right parts of the files and manually saving out as eno. We're trying to mess with it in the Sonic Ripping Hub on discord UyEgu8M
(sidenote, so hype for the day we can finally rip zero gravity and free riders stages)  Cute
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Good day.
Lately I have been using the ND Cube .BNFM model importer script with some Mario Party 10 models. I have been testing it with some character models and some map models, and in general it seems to work fine, save for some notable exceptions, such as bd001_bg00.bnfm
It gives error messages such as --Runtime error: Vertex index in face out of range: [49157, 49157, 49157]
Weirdly enough, when I try to open the file multiple times, sometimes it actually imports a couple bones, but then eventually stops and fails. If possible, could you look into fixing this issue, please?
Thank you
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Hey hey, Disgaea 6 has finally been released! I saw you managed to get the sprites of the character cut-ins and portraits and such. Are you going to be able to get the models as well? I'd love to have them!
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I'm having problems with Crash Team Racing PS4.  The IGZ texture extractor does not extract to .png. How can I get the .png format?

Thanks,
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MT Framework, again...
With the release of The Great Ace Attorney, the MT Framework .tex BMS could see an update as it displays garbage again.

[Image: mej4C5G.png] [Image: P64OhcU.png]

(Also, trying to open the .arc files on Noesis will display an error message and not dump any of the actual models.)


Attached Files
.zip   tgaapc-samples.zip (Size: 20.14 KB / Downloads: 12)
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Man, I cant get ANY of the texture tools Ive found for DKTF to work as intended, even though they've supposedly been built off of your scripts (that dont seem to work for me either)


Converting to GTX returns scrambled image data
[Image: xe0EbLC.png]

Object conversion works as intended
[Image: qRDEjZW.png]


https://github.com/leamsii/DK-Tropical-F...-Extractor
Any help at all with this would be greatly appreciated
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How did you get that model exporter tool to work??
Developer of Super Smash Bros. Feud, and I like to consider myself a pretty decent, approachable guy! I will also call out BS and set you straight if you spread it. Rolleyes

I'm a Pepsiholic since 2010.
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