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MT Framework import tools

Post questions about game models here, or help out others!
Mhynx
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Re: MT Framework import tools

Post by Mhynx »

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 do

Code: Select all

	elif imgFmt == 0x1F:
		data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7)
		texFmt = noesis.NOESISTEX_RGBA32
NPC’s hair tex use BC7
( noesis 4.171+version," -4.171 - DDS files with FOURCC DX10 are now supported, including new BC6H and BC7 block compression formats.")
A big thank you to you for adding the support for those texture
iguanaking10
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Re: MT Framework import tools

Post by iguanaking10 »

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 do

Code: Select all

	elif imgFmt == 0x1F:
		data = rapi.imageDecodeDXT(data, imgWidth, imgHeight, noesis.FOURCC_BC7)
		texFmt = noesis.NOESISTEX_RGBA32
NPC’s hair tex use BC7
( 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
Image
Image
---------------------------------------
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".
dian333
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Re: MT Framework import tools

Post by dian333 »

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
Image
if you want to Rawtex.exe , "npc002_hair_BM.tex" as example , the 0x108 get from the "npc002_hair_BM.tex" data offset 0xB8
Image
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
Image
Image
Apology for too much word
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iguanaking10
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Re: MT Framework import tools

Post by iguanaking10 »

Thank you so much for uploading the script. Now I can view the hair texture. :D
iguanaking10
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Re: MT Framework import tools

Post by iguanaking10 »

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.
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CrazyT
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Re: MT Framework import tools

Post by CrazyT »

Bluehydraz wrote:Any way to import the .mod3 into blender?
I'm currently trying to port the 3dsmax-script to blender(you could actually unpack the "MT Framework.mzp" file with 7zip):

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.
nobiggie
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Re: MT Framework import tools

Post by nobiggie »

CrazyT wrote:
Bluehydraz wrote:Any way to import the .mod3 into blender?
I'm currently trying to port the 3dsmax-script to blender(you could actually unpack the "MT Framework.mzp" file with 7zip):

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?
CrazyT
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Re: MT Framework import tools

Post by CrazyT »

nobiggie wrote:
CrazyT wrote:
Bluehydraz wrote:Any way to import the .mod3 into blender?
I'm currently trying to port the 3dsmax-script to blender(you could actually unpack the "MT Framework.mzp" file with 7zip):

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?
I unpacked it to get the source code to be able to port it to my python script.
(wich currently only contains rudimentary stuff)
shinyarceus4
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Re: MT Framework import tools

Post by shinyarceus4 »

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?
MisterPrawn
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Re: MT Framework import tools

Post by MisterPrawn »

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. :mrgreen:
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8Yaron8
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Re: MT Framework import tools

Post by 8Yaron8 »

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. :mrgreen:
Script work Very well, but textures not yet converted.
Image
giggimito
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Re: MT Framework import tools

Post by giggimito »

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
Image
if you want to Rawtex.exe , "npc002_hair_BM.tex" as example , the 0x108 get from the "npc002_hair_BM.tex" data offset 0xB8
Image
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
Image
Image
Apology for too much word

hi, how did you open the textures in .tex format?
iguanaking10
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Re: MT Framework import tools

Post by iguanaking10 »

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
Image
if you want to Rawtex.exe , "npc002_hair_BM.tex" as example , the 0x108 get from the "npc002_hair_BM.tex" data offset 0xB8
Image
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
Image
Image
Apology for too much word

hi, how did you open the textures in .tex format?
You need to convert the .tex to png.
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abstrait
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Re: MT Framework import tools

Post by abstrait »

Has anyone been able to load the Ultimate marvel vs capcom animations correctly ?
This is what i get when i load the animation :
Image
sfc123
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Re: MT Framework import tools

Post by sfc123 »

well done!!!
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