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Posted (edited)

Best choice is to use a python tool called "wwiser"

 

Use that to load the bnk files, make sure to include the init.bnk file along with the chara voice .bnk files, and it'll spit out txtp files that's connected to the .wem files in the media folder. Use foobar with vgmstream plugin to convert to wav or other formats.

Edited by Dmnslyrx8
Posted
1 hour ago, Dmnslyrx8 said:

looks like ur tool doesn't grab the internal filenames for each voice like wwiser does
image.thumb.png.e45e0450ac8be155995a719f368276a5.png

How do I run wwiser? I'm having trouble as I don't usually run python applications and I got a pyz and db3 file from the github.

Posted
32 minutes ago, Lantik said:

How do I run wwiser? I'm having trouble as I don't usually run python applications and I got a pyz and db3 file from the github.

iirc, I think it uses python 3.6 and higher to run. All I gotta do is run the tool, and a window will pop up.
image.thumb.png.441ab1a08251a97e0fd2d833ca0fc420.png

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  • Thanks 1
Posted (edited)
On 4/2/2025 at 7:28 PM, WindShadowRuins said:

Sure, I got to say that maybe it's me because I had to finished the script with AI. Don't know if AI stuff is allowed here and if it's not then I'll just delete it. Maybe you can figure things out with this. It loads tmd2 files and tact file if they are in the same folder and have the same name, so rename the tact file.

bleach_rebirth_tmd2(WIP).rar 5.82 kB · 19 downloads

Sorry man I might be dumb here, I'm not too familiar with this stuff but I seem to be having trouble getting the script to work.

Edited by fevurr
Posted

When I use the Python script & Noesis to export model textures as PNGs, the result looks strange. I don't think it is supposed to look like this; it shows up normally inside the Noesis Viewport. 

For reference, this is the extracted torso texture of pl39. Other PNGs are either completely transparent or only a few pixels in size.

Texture_13.thumb.png.db6df3fcfd2b4de4cfb6b2a91e45577d.png 

Posted
2 minutes ago, mochiman236 said:

When I use the Python script & Noesis to export model textures as PNGs, the result looks strange. I don't think it is supposed to look like this; it shows up normally inside the Noesis Viewport. 

For reference, this is the extracted torso texture of pl39. Other PNGs are either completely transparent or only a few pixels in size.

Texture_13.thumb.png.db6df3fcfd2b4de4cfb6b2a91e45577d.png 

that's a mask texture, it's used to determine lighting information. Red are shadows and green are highlights and I believe blue are specular. The textures that are 8x8 pixels are some diffuse textures for certain parts that are just one color.

Posted
On 3/26/2025 at 8:45 PM, Lantik said:

Well the SSC is the terminology I took from the Fortnite Porting shader that you get when you import a Fortnite model using a certain tool.

I linked a blend file that has the shader node group with the FP Anime shader I used. When you're in the shading tab, do shift a, hit group, and select FP Anime.  If you want to keep your current blend file, you can append the nodetree from the blend file I linked, into your current blend file by going to "file" in the top left, then hit append, select the blend file I sent, his nodetree, and then FP Anime.

Then, in the materials, I simply linked the shadow map into the DistanceField Ink lines input, and for the hair only it has these blue and green textures that go into the SSC input on the shader group (thus why I called them SSC maps). I edited the shader node group to be easier for Bleach stuff (by default the inklines use mix instead of multiply, so I changed it to multiply, which darkens the base color instead of drawing on top of it).

I also linked an SSC texture for Orihime's base hair as an example of what goes into that input. If you have any questions feel free to ask here or dm me on Discord, my username is lantik. (including the dot).

stuff for the cool knight of light.zip 624.42 kB · 23 downloads

Hey, that group node you made for blender was really helpful. I'm modding right now and just realized that the shaders don't import into unreal engine (I'm a bit new). Do you have something like this but for unreal engine? the fpanime group node you made, or is there a way I could set that up in unreal engine?

Posted
41 minutes ago, paranoiaagent said:

Hey, that group node you made for blender was really helpful. I'm modding right now and just realized that the shaders don't import into unreal engine (I'm a bit new). Do you have something like this but for unreal engine? the fpanime group node you made, or is there a way I could set that up in unreal engine?

I've never worked with Unreal, so I imagine it's not able to be transferred. But I wouldn't really know. I'm glad it proved useful though!

Posted (edited)
3 hours ago, Knight of the Light said:

English please ever so kindly 😃

Sure, give me some time to zip it up and upload it all.

Edit: Link removed - please see rules #11

Edited by DKDave
Removed link to assets
Posted

Just a reminder - this topic is for 3D models.  Any queries about audio files or animations should be made in the appropriate area of the forum.  Off-topic posts may be deleted.

Thanks.

Posted
27 minutes ago, DKDave said:

Just a reminder - this topic is for 3D models.  Any queries about audio files or animations should be made in the appropriate area of the forum.  Off-topic posts may be deleted.

Thanks.

ah i apologize. you're right, well back on the topic of 3D models. have there been any update as of late to the plugin? I've been exporting the models in GLTF formats. would the plugin possibly allow for us to look through stage as well?

Posted
24 minutes ago, Knight of the Light said:

ah i apologize. you're right, well back on the topic of 3D models. have there been any update as of late to the plugin? I've been exporting the models in GLTF formats. would the plugin possibly allow for us to look through stage as well?

I'm still tinkering with it as and when I get time, so it's going a bit slow at the moment.  The bones are still messed up on a lot of models, and still quite a few texture types that need investigating as to how to use them properly.

I think I've sorted all of the different vertex types at least, so the basic models should at least load correctly.

I'm not sure about the stages as I don't have any samples of those.

 

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Posted
10 minutes ago, DKDave said:

I'm still tinkering with it as and when I get time, so it's going a bit slow at the moment.  The bones are still messed up on a lot of models, and still quite a few texture types that need investigating as to how to use them properly.

I think I've sorted all of the different vertex types at least, so the basic models should at least load correctly.

I'm not sure about the stages as I don't have any samples of those.

 

Stages are in .cat files (not sure if they work with current tools that does CAT imports), with textures in separated lds files, which connects to a txt file. I can zip some up if you want them. They even have data for where map objects are positioned to in a different directory.

 

 

1 hour ago, DKDave said:

Just a reminder - this topic is for 3D models.  Any queries about audio files or animations should be made in the appropriate area of the forum.  Off-topic posts may be deleted.

Thanks.

Yeah my bad, I should've sent it in DM's.

Posted
12 minutes ago, DKDave said:

I'm still tinkering with it as and when I get time, so it's going a bit slow at the moment.  The bones are still messed up on a lot of models, and still quite a few texture types that need investigating as to how to use them properly.

I think I've sorted all of the different vertex types at least, so the basic models should at least load correctly.

I'm not sure about the stages as I don't have any samples of those.

 

Thanks again for fixing the script to load more of the models. Just to be preemptive, I've included a link that has all the "bg000" files from the "00High/Model/MapAssetCat" folder. It totals to about 4 gb and I'm assuming each .cat file has a different map. The folder itself has more totaling to about 17 gb,, from adv001 to adv017, bg000 to bg004, and "Building_street_50" as well as "Housing_50" and "Housing_50_2". This is just for if you ever want to make a script for map stuff, that's completely your choice, and everyone already appreciates your work on the character models!

https://drive.google.com/file/d/1LLd-2nQyyAGbquR0QSyC6C-AJJeuuQ9L/view?usp=sharing

Posted
15 minutes ago, Lantik said:

Thanks again for fixing the script to load more of the models. Just to be preemptive, I've included a link that has all the "bg000" files from the "00High/Model/MapAssetCat" folder. It totals to about 4 gb and I'm assuming each .cat file has a different map. The folder itself has more totaling to about 17 gb,, from adv001 to adv017, bg000 to bg004, and "Building_street_50" as well as "Housing_50" and "Housing_50_2". This is just for if you ever want to make a script for map stuff, that's completely your choice, and everyone already appreciates your work on the character models!

https://drive.google.com/file/d/1LLd-2nQyyAGbquR0QSyC6C-AJJeuuQ9L/view?usp=sharing

It's probably easier to just have a small selection of files, save me downloading gigabytes.

 

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