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Re: MT Framework import tools

Posted: Fri Oct 25, 2019 6:55 am
by Michael jack
Sengogu Basara 4 ,How to operate ,Wrong format

Re: MT Framework import tools

Posted: Thu Oct 31, 2019 3:34 pm
by MHNoob
Hello, I'm trying to extract Monster Hunter World Chunk file.
i had a problem converting .tex to .dds or .tga using MHWorldTex.exe.

I couldnt use converted texture file.
Also when I tried to convert Normal Bump which extension was .tex, to .png, their was no Blue Channel.

And I had a problem converting to .dds Too. It didnt work as well.

Is their any other solution??

Re: MT Framework import tools

Posted: Fri Nov 01, 2019 12:16 am
by Silvris
MHNoob wrote: Thu Oct 31, 2019 3:34 pm Hello, I'm trying to extract Monster Hunter World Chunk file.
i had a problem converting .tex to .dds or .tga using MHWorldTex.exe.

I couldnt use converted texture file.
Also when I tried to convert Normal Bump which extension was .tex, to .png, their was no Blue Channel.

And I had a problem converting to .dds Too. It didnt work as well.

Is their any other solution??
https://www.nexusmods.com/monsterhunterworld/mods/440
This is what I use for converting MHW .tex files.
There's no blue channel because MHW normals don't use the blue channel (it can read the blue channel, but it doesn't actually use it in any models)
Also this is really beside the point of the thread since this is for models, not textures.

Re: MT Framework import tools

Posted: Fri Nov 01, 2019 8:41 am
by MHNoob
Thank you for your kindness :)

I solved my problem using that site!

I have another question.

I am classifying chunk files.

Is their any site or information that tells something about chunk file?
Like what's in chunk0,and what's in chunk1 ...etc

Actually I am looking for player animation and I couldnt find it.
So I want to find where player's animation is located.

Also Is it possible to play player's animation by following mt FrameWorkTool homepage?

Re: MT Framework import tools

Posted: Fri Nov 01, 2019 2:10 pm
by DeathChaos
Hello.

It seems that Capcom changed their .mod format in some capacity for RE6 Switch version.

If anyone knowledgeable in this wants to take a crack at it here are some sample files.

Re: MT Framework import tools

Posted: Sat Nov 02, 2019 3:45 am
by Seungil
Hi.
I am trying to use animation and mesh files by extracting MHW.

I used MT Framework and suceed extracting it, but when I load legmesh and body mesh in 3D MAX

bone becomes like the image I attached.

I think something is wrong about it. Can Any one give me advice?
Thankyou :D

Re: MT Framework import tools

Posted: Tue Nov 26, 2019 12:23 am
by manucarr
Does anybody have all Betas of this tool?

Re: MT Framework import tools

Posted: Thu Nov 28, 2019 8:28 am
by PredatorCZ
Seungil wrote: Sat Nov 02, 2019 3:45 am I used MT Framework and suceed extracting it, but when I load legmesh and body mesh in 3D MAX
bone becomes like the image I attached.
I think something is wrong about it. Can Any one give me advice?
You will need to import each body part as single scene.
You cannot import multiple models with different bone architectures into a single scene.
manucarr wrote: Tue Nov 26, 2019 12:23 am Does anybody have all Betas of this tool?
All older betas are forever lost in time and space.

Re: MT Framework import tools

Posted: Fri Jan 17, 2020 7:24 pm
by Allanoon
After Iceborn update for Monster Hunter World i'm unable to load meshes~
Skeleton do load, and, after rebooting the script animations seems to be working too.
Could you take a look? Link has a few new files

https://www.mediafire.com/file/g6kw8q78 ... 0.rar/file

Re: MT Framework import tools

Posted: Fri Jan 24, 2020 1:57 am
by FreyrFox
Have been using the 3DS Max tool/script with Monster Hunter Generations Ultimate, has worked like a charm so far, a bit of a learning curve as it's far out of my usual realm of game modification and unpacking. I've only had one "issue"/suggestion if such is possible;

Loading models, super easy. Loading animations from an .lmt, also really easy. Took me a while to notice that multiple animations are stored in each file, via the "Selected ID", but no problems there, Capcom seems to be very tidy with this stuff. The only "issue" has been with having to regenerate the skeleton before changing every animation. Could this be an issue specifically with MHGU, or is this a general thing that has to be done for loading animations? Would it be possible to, automatically or via toggle/checkbox, Regenerate Skeleton before loading a new animation?

Saves a mere single click, but if I forget to regenerate the skeleton [and I do, when I'm not in the zone], the animations sometimes take a while to load, and would save some time. Very QoL, but that aside the script has worked flawlessly, thank you very much for the work and effort.

Re: MT Framework import tools

Posted: Sun Mar 01, 2020 4:10 pm
by datUser
hey, don't know are you still alive or not, but will you add support for RE5 PS4 / Nintendo Switch models format? it seems to be like it uses 64 bit architecture now
If you need I can link any file that you need

Re: MT Framework import tools

Posted: Sat Apr 04, 2020 7:55 pm
by datUser
oh, by the way, this script can load models from Nintendo Switch REHD version, but normals are broken

Re: MT Framework import tools

Posted: Sun Apr 05, 2020 4:33 am
by Darkhowlings
I've always wonder, but how do you fix Normals on 3D Max? because manuality it is not exactly the right chose when it has hundred of normals...
I ask, because this tool at times import the models all mess up and I cannot use Blender, because it always export on the wrongest way as .FBX

Re: MT Framework import tools

Posted: Sun May 24, 2020 3:13 pm
by czbming
thank! I tried to use this tool to extract the PC version of dragons dogma dark arisen model, but I encountered a serious problem. I got the format of bone name as "bone000". How can I get the original bone name of the model?

Re: MT Framework import tools

Posted: Sun May 24, 2020 7:32 pm
by Michael jack
How to extract Monster Hunter XX