Fixed that in v1.1 https://github.com/kotcrab/fate-explorer/releases
Previous version can't handle archives larger than 4 GB.
Noesis model loader script was also updated to support PC version of Extella Link. Though it still needs more testing.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Help with Fate Extella Link (Vita) .pk
- takoyaki111
- advanced
- Posts: 48
- Joined: Mon Oct 21, 2013 7:43 pm
- Has thanked: 7 times
- Been thanked: 3 times
Re: Help with Fate Extella Link (Vita) .pk
Appreciate the quick response! thanks for your hard work, looking foward to further updates, will report any bugs i find
Re: Help with Fate Extella Link (Vita) .pk
If you're willing to and up for it, would there be any plan make the noesis script compatible with God Eater 3 meshes? as it runs on the same engine as extella link and pk extraction worked 100%. I believe akdrebur made a dirty quick edit of your old extella link script to make it work wit GE3 meshes files, so you can find it there and make a further refinements from his tweaks if possible.
https://forum.xentax.com/viewtopic.php? ... 4&start=15
If you need samples, I could send you some.
https://forum.xentax.com/viewtopic.php? ... 4&start=15
If you need samples, I could send you some.
Re: Help with Fate Extella Link (Vita) .pk
I was also surprised by the quick release, thank you so much!
The only issue I see so far is that only the albedo textures are exported with the model. Still, it isn't a huge issue since you can extract all the textures manually (or batched) by viewing all files and exporting from the corresponding mds.
Re: Help with Fate Extella Link (Vita) .pk
No, I'm not really interested in it.
I got a message that my tool doesn't work for God Eater 3 update 1.2. Probably something has changed with how path CRC is calculated. I added sources to the GitHub release if somebody wants to update it or port to QuickBMS.
Edit the script and change this line to say False:
Code: Select all
onlyLoadAlbedoTexture = True
- takoyaki111
- advanced
- Posts: 48
- Joined: Mon Oct 21, 2013 7:43 pm
- Has thanked: 7 times
- Been thanked: 3 times
Re: Help with Fate Extella Link (Vita) .pk
it seems on most models there is bad smoothing, is it possible to get original vertex normals from the game?
Re: Help with Fate Extella Link (Vita) .pk
Looks like I can get normals working but I'm having a problem with default lighting settings in Noesis.
After loading model I need to do "Change Base Orientation" to make preview look okay or use Data Viewer to change lights position. I'm not seeing an obvious way to do this through Noesis API so maybe someone can help me with this.
To enable normals you can add this after line 622, make sure to preserve indentation when editing script:
After loading model I need to do "Change Base Orientation" to make preview look okay or use Data Viewer to change lights position. I'm not seeing an obvious way to do this through Noesis API so maybe someone can help me with this.
To enable normals you can add this after line 622, make sure to preserve indentation when editing script:
Code: Select all
rapi.rpgBindNormalBuffer(vertBuff, noesis.RPGEODATA_FLOAT, vertStride, 0xC)
- takoyaki111
- advanced
- Posts: 48
- Joined: Mon Oct 21, 2013 7:43 pm
- Has thanked: 7 times
- Been thanked: 3 times
Re: Help with Fate Extella Link (Vita) .pk
I seem to get an error in noesis about inconsistent use of tabs and spaces in indentation despite the script being fine and assumingly preserving indentation, i am using notepad++ btw
Re: Help with Fate Extella Link (Vita) .pk
That's because you are mixing tabs and spaces and for some reason Notepad++ default for Python is tabs.
Anyways I'm silly because I can just upload the script here...
Anyways I'm silly because I can just upload the script here...
You do not have the required permissions to view the files attached to this post.
- takoyaki111
- advanced
- Posts: 48
- Joined: Mon Oct 21, 2013 7:43 pm
- Has thanked: 7 times
- Been thanked: 3 times
- takoyaki111
- advanced
- Posts: 48
- Joined: Mon Oct 21, 2013 7:43 pm
- Has thanked: 7 times
- Been thanked: 3 times
Re: Help with Fate Extella Link (Vita) .pk
Yeah it doesn't work, I had wrong assumptions. Ignore that script.
Alternative option is to enable
in script config. Depends on a model how well that works.
Alternative option is to enable
Code: Select all
optimizeDx11Models
-
- ultra-n00b
- Posts: 2
- Joined: Wed Apr 10, 2019 11:07 am
Re: Help with Fate Extella Link (Vita) .pk
I've got a similar thing with a .pk for IA V/T Colorful. Does there's a .pk and a .pkh. Someone here knows how to extract it, right?
Re: Help with Fate Extella Link (Vita) .pk
Can someone help me with extracting the animation(motion) file of this game?
the file format is .mtb and I cannot find any programs that can read and extract this file format...
the file format is .mtb and I cannot find any programs that can read and extract this file format...
-
- ultra-n00b
- Posts: 1
- Joined: Tue Apr 30, 2019 2:31 am
Re: Help with Fate Extella Link (Vita) .pk
Using Kotcrab's fate-tools to extract the textures in the .pk of Extella Link PC seems to work on the attack and Noble Phantasm effect .ddses just fine, but doesn't seem to be able to extract the character portrait .ddses properly, rendering static noise .ddses instead.
Can anyone help with this?
Can anyone help with this?