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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Tue Oct 02, 2018 1:17 pm 
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I have added a new tool (BC_TexFinder.exe) for getting the model textures automatically. Check out the first post to see how to use it.

Huge thanks to daemon1 for figuring out the hash function.

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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Tue Oct 02, 2018 8:12 pm 
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i get an issue with the noesis script, or maybe the actual tools for gundam breaker 3 https://i.imgur.com/LoMlnSh.png all unp files are either 0 or 1kbs big and wont load


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Tue Oct 02, 2018 9:53 pm 
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Rin wrote:
all unp files are either 0 or 1kbs big and wont load

Like I said, I haven't looked at the model files for that game yet. I will do it when I have the time. Have other priorities atm. So noesis script won't work as it is now.

Unpacking should be fine using the script I posted here : viewtopic.php?p=144363#p144363


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Wed Oct 03, 2018 12:43 pm 
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Seems like there's some models that doesn't get all the textures with the TexFinder... example, Asta's hair, Charmy's outfit, Captain Yami's face, default Yuno's book and so forth.

But still, works better than I expected it to be.


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Wed Oct 03, 2018 1:32 pm 
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demonslayerx8 wrote:
example, Asta's hair, Charmy's outfit, Captain Yami's face, default Yuno's book and so forth.

I am not familiar with the character names. Planning to watch the series some time :D

Can you pm me the .mdl file names for those characters you mentioned? I can take a look to see what is wrong.


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Wed Oct 03, 2018 4:08 pm 
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i will publish the tool for gundam breaker 3, its almost ready


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Thu Oct 04, 2018 1:05 am 
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akderebur wrote:
demonslayerx8 wrote:
example, Asta's hair, Charmy's outfit, Captain Yami's face, default Yuno's book and so forth.

I am not familiar with the character names. Planning to watch the series some time :D

Can you pm me the .mdl file names for those characters you mentioned? I can take a look to see what is wrong.

I'll just say the filenames here lol
Quote:
    4E22E410_unp - Captain Yami's face texture
    008FF299_unp - Black Asta book texture (pre-order DLC)
    17DC9E61_unp - Vanessa Bikini face texture (Summer Costume Set DLC)
    886FF7DE_unp - Fana face texture
    903D9EE3_unp - Mars face texture
    943E094E_unp - fails to preview
    A1E3B0FD_unp - Yuno's book texture
    A4F82B76_unp - Charmy's body texture
    C47BA7DD_unp - Asta's hair texture
    E5B8A3E8_unp - Captain Yami's alt outfit body texture (Summer Costume Set DLC)
    F0FBDC5A_unp - all textures not exported for it


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Thu Oct 04, 2018 8:34 am 
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There was a small bug while converting the hash value to hex string. I have fixed it and updated the first post. All textures should be found now.


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Fri Oct 26, 2018 11:24 pm 
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in the masterwin64 folder I have 4 GxArchiveFile

ooo.dat
000.dath
001.dat
001.dath

should I decompress them all?

Because when I do that at one point they ask me if I want to overwrite files because they already exist.


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Fri Oct 26, 2018 11:30 pm 
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franada wrote:
should I decompress them all?

Just decompress one of the dat/dath pairs. So like only select 000.dat and 001.dat when using the script.


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Sat Oct 27, 2018 1:23 am 
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I use the Technic to find the texture but it not showing in the neosis. Dont really matter I think . Its normal that the material is kind of broken? Like the hair is the same material as the body. Or the eyes with the mouth


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Sat Oct 27, 2018 8:24 am 
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franada wrote:
Like the hair is the same material as the body. Or the eyes with the mouth

I haven't encountered that with the character models. Can you tell me the names of the files that you have this problem with?


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Sat Oct 27, 2018 9:02 am 
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akderebur wrote:
franada wrote:
Can you tell me the names of the files that you have this problem with?


All of them. Got the same problem with little witch academia. the materiel are all over the place. For that one for example all the teeth are one material and the vertex are not all connected so its a mess to find the base expression. I dont know what cause that.

https://gyazo.com/892b403c3a0fe9ee2b3b12ecd3b6d7f5


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Sat Oct 27, 2018 9:13 am 
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Do they get loaded properly in Noesis? As you can see in my first post, the characters should be loaded with no problem, including the materials.

franada wrote:
Got the same problem with little witch academia.

That game uses Unity afaik. If you are having this problem with multiple tools it might be related to the model importer of your 3d software. What format do you export to from Noesis?


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 Post subject: Re: Black Clover: Quartet Knights Models (Noesis Script)
PostPosted: Tue Dec 04, 2018 12:50 am 
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So I spent a couple of hours trying to figure out what exactly I'm doing. I got Noesis as well as read about how to use .bms files however I still couldn't figure out how to take apart the .dat files. When trying to view them in Noesis it just kept giving me an error.

Edit: Never mind I'm dumb and read over it. Thanks for this guide though.

Edit 2: Now I can't get the material textures to apply to the model when viewing them in Noesis.



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