Mike2023 Posted June 22 Share Posted June 22 On 6/17/2024 at 6:26 PM, PumpkinHook said: Thanks for these additions!, already began importing them for use in renders and recreations! I noticed some issues when importing lvl_specific models, from the ones i've currently tested I found crashes with "oceanview_reception_kit_ceiling_lamp_b" and "writer_room_main_wall_4m_a". A script which could write to JSON could allow for a more collective effort to catalogue all the files. Besides that, I want to know if you could look into the full sized trees? as the new supported list mentions dead trunks and branches but none of the full trees. It's more of a random request, since I had plans for a Cauldron lake render (for some reason I enjoy remaking complicated stuff in Blender lol), One tree i'm most interested in and feel you could agree with how unique it is, being the Witchs Ladle tree "witchs_ladle_trunk_a". If you're unable to get it, all is good!, Along with that, the new Night Springs DLC added around a dozen new Human models, here's the notable ones. Reveal hidden contents alan_classic_no_satchel_publish_physx - Classic Alan Wake alan_classic_publish_physx - Classic Alan Wake turnip_default_publish_physx - NS Rose Player Model pepper_default_publish_physx - NS Jesse Faden Player Model pepper_potato_publish_physx - NS "Beth Wilder" NPC Model potato_default_publish_physx - NS Shawn Ashmore/Tim Breaker potato_d4_publish_physx - NS Shawn Ashmore/Tim Breaker Varient potato_d6_publish_physx - NS Shawn Ashmore/Tim Breaker Varient potato_d8_publish_physx - NS Shawn Ashmore/Tim Breaker Varient potato_d10_publish_physx - NS Shawn Ashmore/Tim Breaker Varient potato_d12_publish_physx - NS Shawn Ashmore/Tim Breaker Varient potato_d20_publish_physx - NS Shawn Ashmore/Tim Breaker Varient potato_fadeout_01_publish - NS Time Breakers Lastly, I still want to give a huge thanks and props for your efforts, If you manage to get the Writer's Room into Blender I feel like that's an even bigger achievement and opens the door is many more possiblities! Have now added the remaining offset. With the many files you get confused quickly. 🙃 binfbx_loader_source_june.zip 1 Link to comment Share on other sites More sharing options...
Mike2023 Posted June 24 Share Posted June 24 On 6/22/2024 at 10:18 AM, Mike2023 said: Have now added the remaining offset. With the many files you get confused quickly. 🙃 binfbx_loader_source_june.zip 18.45 kB · 10 downloads Had found a few more plants in the other main folder. Here is the current list of offsets. binfbx_loader_source_june_2.zip 1 Link to comment Share on other sites More sharing options...
nexus2641 Posted June 26 Share Posted June 26 Hi guys! Please explain how to use the script with a json file. Link to comment Share on other sites More sharing options...
PumpkinHook Posted June 30 Share Posted June 30 On 6/24/2024 at 7:13 PM, Mike2023 said: Had found a few more plants in the other main folder. Here is the current list of offsets. binfbx_loader_source_june_2.zip 20.7 kB · 6 downloads Would you be able to assist with some of the new characters added in Night Springs? I tried using the Debug mode myself however I couldn't get it to work. If you don't have night springs, here are the couple of models I'm looking for specifically humans.zip Link to comment Share on other sites More sharing options...
bladers Posted July 16 Share Posted July 16 (edited) On 6/24/2024 at 2:13 PM, Mike2023 said: Had found a few more plants in the other main folder. Here is the current list of offsets. binfbx_loader_source_june_2.zip 20.7 kB · 10 downloads So there's still no way to automate this even with AI... To get the offsets? I want things like the road and everything that is on roads. For example Blue Barrels Traffic lights Stop signs Yield signs Speed limit signs Crosswalks Road markings Lane dividers Potholes Speed bumps Road construction cones Construction signs Traffic cameras Street lights Traffic signals Roadside barriers Guardrails Reflective road studs Roadside pay phones Fire hydrants Sidewalks Driveways Parking meters Overhead signs Billboards Directional signs Road shoulders Curb cuts Paved roads Dirt roads Asphalt roads Concrete roads Tar roads Traffic cones Road studs Mailboxes Utility poles Electric lines Telephone lines Cable lines Street signs Road signs Edited July 16 by bladers Link to comment Share on other sites More sharing options...
puppymant Posted July 21 Share Posted July 21 (edited) Tried importing Scratch's model and it gave me an error. I looked at it in hxd and there are lines about the Bad Boy in it now. I think Night Springs broke his offset. Does anyone have his old file? Or can fix his offset? I tried but I'm struggling to understand what i'm looking for, unfortunately. And while I'm here, I may as well publicly plead for help getting Alan's Classic outfit's offset figured out. EDIT: alex_casey_suit_publish must've also got borked from the DLC. Line referring to ns_default is in it now, affecting its offset. Having the worst luck for my needs, ha. Edited July 27 by puppymant additional information Link to comment Share on other sites More sharing options...
Drluke Posted September 8 Share Posted September 8 On 6/24/2024 at 8:13 PM, Mike2023 said: Had found a few more plants in the other main folder. Here is the current list of offsets. binfbx_loader_source_june_2.zip 20.7 kB · 29 downloads Please explain how to use the script with a json file Link to comment Share on other sites More sharing options...
PumpkinHook Posted September 24 Share Posted September 24 Lake House was just announced for October release Link to comment Share on other sites More sharing options...
seeyouyoosee Posted October 20 Share Posted October 20 Hey there, I'm very newbie on game coding stuff, so I tried to extract some characters from the game, extracted rose_marigold_default_publish_physx.binfbx and rose_marigold_default_publish_physx.binskeleton to the same folder, using io_scene_binfbx tool in blender and get this error Python: Traceback (most recent call last): File "C:\Users\divin\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\io_scene_binfbx\__init__.py", line 1034, in main bpy.ops.collection.create(name=collection_name) File "C:\Program Files\Blender Foundation\Blender 4.2\4.2\scripts\modules\bpy\ops.py", line 109, in __call__ ret = _op_call(self.idname_py(), kw) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ RuntimeError: Operator bpy.ops.collection.create.poll() failed, context is incorrect Where did I do wrong? Link to comment Share on other sites More sharing options...
riverence Posted October 21 Share Posted October 21 sorry for the radio silence; when Lake House fully arrives along with the QOL update tomorrow i'll make an update to the script (eta tbd) that'll have updated offsets for hopefully all previously supported models (and new ones if applicable). 4 1 Link to comment Share on other sites More sharing options...
Sir_galahad172 Posted October 21 Share Posted October 21 hi question im trying to import the model npc_m_sheriff_regular_01_publish.binFBX also got npc_m_sheriff_regular_01_publish.binskeleton in the same map but when i try to import it i only get the armature but not the actual 3d model any idea what i could be doing wrong? Link to comment Share on other sites More sharing options...
Kanbara Posted October 22 Share Posted October 22 17 hours ago, Sir_galahad172 said: hi question im trying to import the model npc_m_sheriff_regular_01_publish.binFBX also got npc_m_sheriff_regular_01_publish.binskeleton in the same map but when i try to import it i only get the armature but not the actual 3d model any idea what i could be doing wrong? Yeah, same problem haere, even tho I got the offset wiritten in the script, it doesn't load meshes. Link to comment Share on other sites More sharing options...
LeonKK Posted October 23 Share Posted October 23 On 10/21/2024 at 10:22 PM, riverence said: sorry for the radio silence; when Lake House fully arrives along with the QOL update tomorrow i'll make an update to the script (eta tbd) that'll have updated offsets for hopefully all previously supported models (and new ones if applicable). Will the tool be updated to support new DLC? Link to comment Share on other sites More sharing options...
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