Tuesday at 12:47 PM4 days Localization On 8/5/2026 at 1:52 AM, kunigara said:I was attempting to adapt some of the Conker related tooling for the XBOX alpha of Kameo because all of the existing stuff for Kameo is essentially unusable or can't really be adapted that well to the XBOX build and there are actually quite a lot of GameCube assets leftover which is interesting. (I found this thread due to a user asking about it), and while there were many similarities to Conker, like the CAFF format being the same exact version, I ultimately could not figure out how the actual vertex information was stored since it is different. I did figure out the joints, most of the weighting and the textures packed into kameomodels, but they are useless without the mesh. Overall it seemingly was far less complicated than Conker's formats, though it's apparent you guys have been working at this for quite a while. I originally didn't have much interest in Conker, but I tried the tools to see how well they work and I'm very surprised since I have never seen an all in one set of tools this powerful for game ripping, especially considering how much different content is packed together, and how much more content is not packed together, but related.it was a ton of trial and error. mostly error.for the Kameo mesh, I'd have to look at a sample, generally it should just point directly to its location, a lot of time thats just figuring out where that isbirdytsc had his decompressor also run the pointer remap which made it a hell of a lot easier to find the individual file connections within the archives, so if the decompressed Kameo File is still using the file local pointers, that would make it a pain to connect everything seamlesslyas for the tool being able to support a large portion of filetypes, it just goes down to categorizing them the same way the game does with its indexing filetypes and the handlers that are associated with them
Tuesday at 02:01 PM4 days Localization so I took a look at the Kameo proto files, and I see where the vertex data is referenced, but because of it using localized pointers, its hard to follow the location.the structures of the different nodes seem to be slightly different aswell, but might not require a lot of tweaking, it seems pretty easy to do if I'm honestthis is just going off of looking at the straight file, I haven't looked to see if there are tools to work on them yet Edited Wednesday at 12:16 AM4 days by Über Winfrey
13 hours ago13 hr On 6/1/2026 at 7:25 PM, Über Winfrey said:Apparently there is a bug with Default Berri's hairFur Shells are currently merging her Hair and Body material, due to an oversight in how the shells are drawn, getting a fix done nowEDITHere's the updated scriptRBMimport_12.pyHey Uber.I was planning on uploading the ripped models from Live and Reloaded to models resource.But since you made the script to rip the models and import them into blender in the first place, I wanted to get your word on it first before I do anything.
11 hours ago11 hr Localization 1 hour ago, ConkerTSquirrel2001 said:Hey Uber.I was planning on uploading the ripped models from Live and Reloaded to models resource.But since you made the script to rip the models and import them into blender in the first place, I wanted to get your word on it first before I do anything.originally I was but it seemed like a nightmare to do for all the models, so I don't really have a plan to do so anymore, You're more than welcome to upload them yourself, credit isn't necessary but if you do want to give out credits, credit Birdytsc for the unpacker, and me for the script.
11 hours ago11 hr 1 hour ago, Über Winfrey said:originally I was but it seemed like a nightmare to do for all the models, so I don't really have a plan to do so anymore, You're more than welcome to upload them yourself, credit isn't necessary but if you do want to give out credits, credit Birdytsc for the unpacker, and me for the script.Okie dokie, thank you
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