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Random Talking Bush's Model Importers and QuickBMS Scripts
BFRES for Splatoon 3 got updated
Twitter: @ElChicoEevee
Youtube: ElChicoEevee
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(08-24-2022, 04:46 PM)YeraySL Wrote: BFRES for Splatoon 3 got updated
Unfortunately I can't look into it at the moment as my computer (its motherboard specifically) kicked the bucket a couple weeks ago and I haven't had the funds to replace it just yet.
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(08-25-2022, 01:14 AM)Random Talking Bush Wrote:
(08-24-2022, 04:46 PM)YeraySL Wrote: BFRES for Splatoon 3 got updated
Unfortunately I can't look into it at the moment as my computer (its motherboard specifically) kicked the bucket a couple weeks ago and I haven't had the funds to replace it just yet.

oh.... sorry about that, do you have something for support?
Twitter: @ElChicoEevee
Youtube: ElChicoEevee
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(08-24-2022, 04:46 PM)YeraySL Wrote: BFRES for Splatoon 3 got updated

Glad I wasn't the only one who saw this...seems the importer for me just refuses to show any of the new models in the selection page. Not sure why
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(08-25-2022, 01:14 AM)Random Talking Bush Wrote:
(08-24-2022, 04:46 PM)YeraySL Wrote: BFRES for Splatoon 3 got updated
Unfortunately I can't look into it at the moment as my computer (its motherboard specifically) kicked the bucket a couple weeks ago and I haven't had the funds to replace it just yet.

Yeah, if that happened to me I'd be totally sitting here going stir-crazy and feeling naked. This situation has GOT to suck hard. Best wishes, Bush.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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Hi

I used the script linked above and wanted to extract the DRP file for the Pokken Tournament game.

Unfortunately, this script doesn't work.


I think maybe I downloaded the wrong game file?

Who can provide a download link to a game that can use this script?


I want effects and shader files.

Can you help me?

Thank you very much.


Attached Files
.zip   depa101_000.zip (Size: 840.75 KB / Downloads: 62)
.zip   shader.zip (Size: 12.51 KB / Downloads: 69)
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So while I still don't have my computer up and running yet after a little over a month now, I was able to borrow my father's old desktop computer just so I could work on this for y'all.

BFRES script update, go!
Code:
Added support for Version 10 models (e.g. Splatoon 3). Material parameters do not currently output to the Listener, and will be looked into sometime later.
Replaced the "mod" calculation with "bit.and" to fix a vertex buffer alignment issue (e.g. 2 was being rounded up to 4, breaking things in the process).
Minor adjustments to the debug output, now FMDL, FMAT, FSKL and FSHP structs keep track of and display names, not name offsets.
https://mega.nz/file/X0QTlQJb#XixOukiWhq...A-TdcGNriE

And also an update to my BNTX QuickBMS script to work with those:
Code:
Fixed version 10 BFRES files (e.g. Splatoon 3) not working due to a failure in future-proofing (the version check was changed from "= 9" to ">= 9").
Multi-BNTX BFRES files (e.g. Miitopia) will now export every texture instead of only the last archive.
Swapped the "-" for image cropping reminders in filenames with "x".
https://mega.nz/file/ekRjwTjQ#6Cgvwr9Duj...V8lRdxSfXs

...and also a generic ZSTD (".zs", which Splatoon 3 also uses) decompression script in case anyone wants it even though there's multiple ways to decompress those:
https://mega.nz/file/DsAWyAwa#2-NsQ6fFk0...Kro6lw9w38
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Sad Random Talking Bush are you going to update CompileHeart_ISM2.
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hi, RTB!

can you update your tamsoft tmd importer to work with these files?
it's Onee Chanbara Origin

https://drive.google.com/file/d/1bwzjuN_...sp=sharing
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Another Pokémon game release, another MaxScript update:
Code:
Added support for Pokémon Scarlet & Violet.
https://mega.nz/file/7tZQWAiI#Gr536qf7g3...pbDnsiBQGk

Pre-prepared models are linked to in the usual place.

And in regards to any inquiries about previous script updates, I'll get to them whenever I'm able to, I've got dozens of projects that I'd like to finish up first which have been piling up due to my computer being dead for the past three months (it's no longer dead as of a little over a week ago).
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Small, but important update for my Pokémon Switch script while I work on tidying things up for a potential revision down the line:
Code:
Fixed common trainer models from Scarlet & Violet ("model_vr") not importing due to an oversight.
https://mega.nz/file/XpYWzDBR#NGpeQsw6lb...swJRu9Y7Ns

(EDIT: Quickfix!)
Code:
Fixed GFBMDL bone parenting which was accidentally broken in a previous revision.
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(10-02-2022, 03:32 AM)kasumi777 Wrote: Sad Random Talking Bush  are you going to update CompileHeart_ISM2.

Really looking forward to it myself, I reckon the next Neptunia game that's coming to PC (SvS in January) will probably use the same encryption as the current one (that being the SK crossover).

Given a lot of people have already requested it in a lot of previous posts I believe RTB is already looking into it, just be patient, it'll come by soon enough.

Other than that I think it's my first post on the forums? I mostly lurk around but given I've used a lot of RTB's import scripts I'd like to take the opportunity to thank him for all his work.
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Is there a version of the Pokemon Switch models script that can work with Blender, or is there only the one for 3DS Max?
I'm rarely active here lol
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thanks!
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While not my work entirely, I feel it's a good idea to have this in this topic as a more permanent home for it, as it'll be useful for anyone wanting to rip sprites from Unity games.

Here is a customized build of AssetStudio v0.16.47:
https://mega.nz/file/L1I3gJbQ#W8xTdkWNjo...x09-XXsLa0

I've seen quite a number of faulty (though no fault of the submitters) Cuphead sprite rips being submitted. Turns out there was an unintentional glitch with AssetStudio that persisted for a whole year now, where exporting tightly-packed sprites resulted in some sprites having lines erroneously cut out of them (example from RiffyDiffy's error report on the AssetStudio GitHub earlier) due to the cutout mask triangulation missing outlines (which was the cause of the gaps in the sprites), that issue has been fixed now. I've also updated the SpriteHelper utility so that animation offsets and bounding boxes are now accounted for instead of being cropped, which should make animating said sprites way, way easier. I've also included the modified SpriteHelper.cs file is also included so you can plug it into your own builds / tweak it further.
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