I have no clue, I haven't moved or renamed anything. If I could just convert the texture files, then that would be fine, i'll just manually reapply the textures, but I can't get some of these converted.shakotay2 wrote:dunno, what's going wrong there-
Maybe you should follow Kotcrab's tip:Kotcrab wrote:If you want textures automatically loaded in Noesis you just need to open .mdl file from original extract directory without renaming or moving anything.
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Fate Extella PsVita *.mdl files
Re: Fate Extella PsVita *.mdl files
- shakotay2
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Re: Fate Extella PsVita *.mdl files
Using the py script from Kotcrab's Noesis MDL loader v1.2? Couldn't test it with mxt (or gxt?) textures, because I don't have those files.jay11800 wrote: I have no clue, I haven't moved or renamed anything. If I could just convert the texture files, then that would be fine, i'll just manually reapply the textures, but I can't get some of these converted.
My post as of Sep. 26th based on use of pngs.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: Fate Extella PsVita *.mdl files
https://drive.google.com/open?id=1ttHVm ... -Ca-22PxCOshakotay2 wrote:Using the py script from Kotcrab's Noesis MDL loader v1.2? Couldn't test it with mxt (or gxt?) textures, because I don't have those files.jay11800 wrote: I have no clue, I haven't moved or renamed anything. If I could just convert the texture files, then that would be fine, i'll just manually reapply the textures, but I can't get some of these converted.
My post as of Sep. 26th based on use of pngs.
Here is what I am working with, I've included the fbx, gxt, and the tool I've tried to convert it with.
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Re: Fate Extella PsVita *.mdl files
yeah, GXTConvert.exe throws an exception: Index out of bounds; Noesis says: "GXT is corrupted".
(The words at offsets 0x38 and 0x3A should be image width and height.)
Guess, we should leave this case to AceWell.
"Your" gtx headers are different from the ones handled by Noesis so far.(The words at offsets 0x38 and 0x3A should be image width and height.)
Guess, we should leave this case to AceWell.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
- takoyaki111
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Re: Fate Extella PsVita *.mdl files
So god eater 3 has the same or similar format to Fate Extella, the unpackers for fate extella work with god eater 3 but the python script have a bug
samples including the script
https://cdn.discordapp.com/attachments/ ... amples.zip
samples including the script
https://cdn.discordapp.com/attachments/ ... amples.zip
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Re: Fate Extella PsVita *.mdl files
There are just slight changes. I made a dirty fix to make it work with your static mesh samples. Skeleton is loaded too, but no skinning. Weights/bone ids are in the last 8 bytes of the vertex buffer, but there might be a need for remapping, so I left it for now.
Also not sure if that monster should look like that, or if some meshes are not getting loaded.
Also not sure if that monster should look like that, or if some meshes are not getting loaded.
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Re: Fate Extella PsVita *.mdl files
jay11800 wrote:https://drive.google.com/open?id=1ttHVm ... -Ca-22PxCO
Here is what I am working with, I've included the .... gxt, and the tool I've tried to convert it with.
okayshakotay2 wrote:Guess, we should leave this case to Acewell.
jay11800's samples are gone but here is bms script to build pvr header for those "corrupt" gxt demo textures: supports pvrtc 2bpp rgba
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- takoyaki111
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Re: Fate Extella PsVita *.mdl files
heres some (i think?) human character for a sample if it helps you more(they wouldnt load)akderebur wrote:There are just slight changes. I made a dirty fix to make it work with your static mesh samples. Skeleton is loaded too, but no skinning. Weights/bone ids are in the last 8 bytes of the vertex buffer, but there might be a need for remapping, so I left it for now.
https://cdn.discordapp.com/attachments/ ... ctersl.zip
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Re: Fate Extella PsVita *.mdl files
I have attached a new script. It is mostly about looking at different vertex buffer types, and changing the "Dx11Impl" accordingly. I won't continue with this, someone who has all the game files can do it properly.
Bone weights working for the character parts too. Still like I said there might be other vertex variations, so don't expect it to work with everything.
Bone weights working for the character parts too. Still like I said there might be other vertex variations, so don't expect it to work with everything.
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Re: Fate Extella PsVita *.mdl files
work on most model file, but no with Face model. thank you.akderebur wrote:I have attached a new script. It is mostly about looking at different vertex buffer types, and changing the "Dx11Impl" accordingly. I won't continue with this, someone who has all the game files can do it properly.
Bone weights working for the character parts too. Still like I said there might be other vertex variations, so don't expect it to work with everything.
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Re: Fate Extella PsVita *.mdl files
shakotay posted a link to all those tools in this post.
https://forum.xentax.com/viewtopic.php? ... 34#p138745
Re: Fate Extella PsVita *.mdl files
Can someone help me understand why this is happening?
The errors appear on every Link file I try to load.You do not have the required permissions to view the files attached to this post.
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