A big thank you to you for adding the support for those texturedian333 wrote:Mhynx wrote:In the meantime for the texture you could use this noesis script
https://www.dropbox.com/s/cs4iw3jjfw8bv ... X.rar?dl=1
It opens pretty much every texture except some that are still messed up (works for normal maps)
Even tho you might have to resize some normal maps which is pretty easy to doNPC’s hair tex use BC7Code: Select all
elif imgFmt == 0x1F: data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7) texFmt = noesis.NOESISTEX_RGBA32
( noesis 4.171+version," -4.171 - DDS files with FOURCC DX10 are now supported, including new BC6H and BC7 block compression formats.")
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
MT Framework import tools
Re: MT Framework import tools
-
- ultra-n00b
- Posts: 8
- Joined: Fri Aug 10, 2018 11:53 am
Re: MT Framework import tools
dian333 wrote:Mhynx wrote:In the meantime for the texture you could use this noesis script
https://www.dropbox.com/s/cs4iw3jjfw8bv ... X.rar?dl=1
It opens pretty much every texture except some that are still messed up (works for normal maps)
Even tho you might have to resize some normal maps which is pretty easy to doNPC’s hair tex use BC7Code: Select all
elif imgFmt == 0x1F: data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7) texFmt = noesis.NOESISTEX_RGBA32
( noesis 4.171+version," -4.171 - DDS files with FOURCC DX10 are now supported, including new BC6H and BC7 block compression formats.")
npc002_01,aibo
---------------------------------------
by the way,where the eye origin color texture ,what a pity...according to "npc002_eyelens.mrl3" ,in "pl\common_tex\face\eye_fakesphere_BML“ ?
I found this to edit her eyes colour, https://www.nexusmods.com/monsterhunterworld/mods/52
The eyes colour is in the npc002_eyelens.mrl3
Can you please share how you preview her hair texture? I tried on both Noesis and Rawtex, it only show up "rainbow".
-
- beginner
- Posts: 36
- Joined: Mon Sep 15, 2014 11:59 pm
- Has thanked: 1 time
- Been thanked: 9 times
Re: MT Framework import tools
ok,direct upload a noesis py file (after fixed),xx_RMT.tex use BC7_??? like eye_RMT.tex
elif imgFmt == 0x1E or imgFmt == 0x1F:
data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7)
texFmt = noesis.NOESISTEX_RGBA32
if you want to Rawtex.exe , "npc002_hair_BM.tex" as example , the 0x108 get from the "npc002_hair_BM.tex" data offset 0xB8
take care,sometimes Rawtex.exe will output a ”dx10“ header DDS, (DDS_FOURCC,Any DXGI format ,mainly DXGI_FORMAT_R10G10B10A2_UNORM ) it's too new! https://docs.microsoft.com/en-us/window ... dds-pguide
==========================================
according to : mrl3 structure , https://forums.nexusmods.com/index.php? ... omization/
read npc002_face.mrl3 ,know 12th texture,"pl\common_tex\face\eye_BM" used in which material, find it in 0x1C88 ,then get RGB color [0.26285 ,0.19461,0.1371] for coloramp in 0x1D60
Blender color with "eye_BM_noesispreviewdata.dds" and "eye_RMT_noesispreviewdata.dds" , two texs all have alpha_channel ? donot know why, orz ...try to use eye_RMT's Alpha as blender ratio
Apology for too much word
elif imgFmt == 0x1E or imgFmt == 0x1F:
data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7)
texFmt = noesis.NOESISTEX_RGBA32
if you want to Rawtex.exe , "npc002_hair_BM.tex" as example , the 0x108 get from the "npc002_hair_BM.tex" data offset 0xB8
take care,sometimes Rawtex.exe will output a ”dx10“ header DDS, (DDS_FOURCC,Any DXGI format ,mainly DXGI_FORMAT_R10G10B10A2_UNORM ) it's too new! https://docs.microsoft.com/en-us/window ... dds-pguide
==========================================
according to : mrl3 structure , https://forums.nexusmods.com/index.php? ... omization/
read npc002_face.mrl3 ,know 12th texture,"pl\common_tex\face\eye_BM" used in which material, find it in 0x1C88 ,then get RGB color [0.26285 ,0.19461,0.1371] for coloramp in 0x1D60
Blender color with "eye_BM_noesispreviewdata.dds" and "eye_RMT_noesispreviewdata.dds" , two texs all have alpha_channel ? donot know why, orz ...try to use eye_RMT's Alpha as blender ratio
Apology for too much word
You do not have the required permissions to view the files attached to this post.
-
- ultra-n00b
- Posts: 8
- Joined: Fri Aug 10, 2018 11:53 am
Re: MT Framework import tools
Thank you so much for uploading the script. Now I can view the hair texture.
-
- ultra-n00b
- Posts: 8
- Joined: Fri Aug 10, 2018 11:53 am
Re: MT Framework import tools
Has anyone come across this problem with the animation file?
I managed to import Nergigante model( file is em103_00) to 3ds Max with no problem. Texture so far no problem, but when I tested the animation files, the left wings seems to have missing animation keys. The selected area shown in the picture is the bones with missing keys.
Hope someone can help. Many thanks in advance.
I managed to import Nergigante model( file is em103_00) to 3ds Max with no problem. Texture so far no problem, but when I tested the animation files, the left wings seems to have missing animation keys. The selected area shown in the picture is the bones with missing keys.
Hope someone can help. Many thanks in advance.
You do not have the required permissions to view the files attached to this post.
Re: MT Framework import tools
I'm currently trying to port the 3dsmax-script to blender(you could actually unpack the "MT Framework.mzp" file with 7zip):Bluehydraz wrote:Any way to import the .mod3 into blender?
https://github.com/TheCrazyT/BlenderMhwModelImporter
Any help is welcome.
Wonder why they have so many different formats for model files
Those MODVertexBuffer* classes can drive you insane.
Re: MT Framework import tools
CrazyT wrote:I'm currently trying to port the 3dsmax-script to blender(you could actually unpack the "MT Framework.mzp" file with 7zip):Bluehydraz wrote:Any way to import the .mod3 into blender?
https://github.com/TheCrazyT/BlenderMhwModelImporter
Any help is welcome.
Wonder why they have so many different formats for model files
Those MODVertexBuffer* classes can drive you insane.
You said you could unpack the framework with 7zip.How would i use it to import into blender? Or would i need your script for it?
Re: MT Framework import tools
I unpacked it to get the source code to be able to port it to my python script.nobiggie wrote:CrazyT wrote:I'm currently trying to port the 3dsmax-script to blender(you could actually unpack the "MT Framework.mzp" file with 7zip):Bluehydraz wrote:Any way to import the .mod3 into blender?
https://github.com/TheCrazyT/BlenderMhwModelImporter
Any help is welcome.
Wonder why they have so many different formats for model files
Those MODVertexBuffer* classes can drive you insane.
You said you could unpack the framework with 7zip.How would i use it to import into blender? Or would i need your script for it?
(wich currently only contains rudimentary stuff)
-
- ultra-n00b
- Posts: 1
- Joined: Wed Aug 22, 2018 5:09 am
Re: MT Framework import tools
Relatively minor gripe, but I've been having issues with messing with the skeletons of models imported with this tool. For whatever reason, the scaling of bones is not inherited by their children (ie. if I scaled an arm bone, the hands would stay the same size), which means I cannot scale the whole model down by shrinking the root bone. Is there some sort of setting I need to turn on, or is there a script of some sort that can fix this?
-
- beginner
- Posts: 28
- Joined: Thu Jan 30, 2014 5:36 am
- Has thanked: 2 times
Re: MT Framework import tools
Mega Man 11 on PC uses the MT Framework engine, so would it be possible to update the tools to be able to work with it? I have samples for you guys to work with: https://www.dropbox.com/s/r92k3mmh29u01ha/obj.rar?dl=0
Let me know if anything else is needed.
Let me know if anything else is needed.
Re: MT Framework import tools
Script work Very well, but textures not yet converted.MisterPrawn wrote:Mega Man 11 on PC uses the MT Framework engine, so would it be possible to update the tools to be able to work with it? I have samples for you guys to work with: https://www.dropbox.com/s/r92k3mmh29u01ha/obj.rar?dl=0
Let me know if anything else is needed.
Re: MT Framework import tools
dian333 wrote:ok,direct upload a noesis py file (after fixed),xx_RMT.tex use BC7_??? like eye_RMT.tex
elif imgFmt == 0x1E or imgFmt == 0x1F:
data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7)
texFmt = noesis.NOESISTEX_RGBA32
if you want to Rawtex.exe , "npc002_hair_BM.tex" as example , the 0x108 get from the "npc002_hair_BM.tex" data offset 0xB8
take care,sometimes Rawtex.exe will output a ”dx10“ header DDS, (DDS_FOURCC,Any DXGI format ,mainly DXGI_FORMAT_R10G10B10A2_UNORM ) it's too new! https://docs.microsoft.com/en-us/window ... dds-pguide
==========================================
according to : mrl3 structure , https://forums.nexusmods.com/index.php? ... omization/
read npc002_face.mrl3 ,know 12th texture,"pl\common_tex\face\eye_BM" used in which material, find it in 0x1C88 ,then get RGB color [0.26285 ,0.19461,0.1371] for coloramp in 0x1D60
Blender color with "eye_BM_noesispreviewdata.dds" and "eye_RMT_noesispreviewdata.dds" , two texs all have alpha_channel ? donot know why, orz ...try to use eye_RMT's Alpha as blender ratio
Apology for too much word
hi, how did you open the textures in .tex format?
-
- ultra-n00b
- Posts: 8
- Joined: Fri Aug 10, 2018 11:53 am
Re: MT Framework import tools
You need to convert the .tex to png.giggimito wrote:dian333 wrote:ok,direct upload a noesis py file (after fixed),xx_RMT.tex use BC7_??? like eye_RMT.tex
elif imgFmt == 0x1E or imgFmt == 0x1F:
data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7)
texFmt = noesis.NOESISTEX_RGBA32
if you want to Rawtex.exe , "npc002_hair_BM.tex" as example , the 0x108 get from the "npc002_hair_BM.tex" data offset 0xB8
take care,sometimes Rawtex.exe will output a ”dx10“ header DDS, (DDS_FOURCC,Any DXGI format ,mainly DXGI_FORMAT_R10G10B10A2_UNORM ) it's too new! https://docs.microsoft.com/en-us/window ... dds-pguide
==========================================
according to : mrl3 structure , https://forums.nexusmods.com/index.php? ... omization/
read npc002_face.mrl3 ,know 12th texture,"pl\common_tex\face\eye_BM" used in which material, find it in 0x1C88 ,then get RGB color [0.26285 ,0.19461,0.1371] for coloramp in 0x1D60
Blender color with "eye_BM_noesispreviewdata.dds" and "eye_RMT_noesispreviewdata.dds" , two texs all have alpha_channel ? donot know why, orz ...try to use eye_RMT's Alpha as blender ratio
Apology for too much word
hi, how did you open the textures in .tex format?
Re: MT Framework import tools
Has anyone been able to load the Ultimate marvel vs capcom animations correctly ?
This is what i get when i load the animation :
This is what i get when i load the animation :