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 Post subject: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Wed Dec 01, 2010 4:15 am 
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Here is a max script to import models from both these games (they use the same format :) )
This will import geometry and assign materials but i have not figured out how to get texture names yet so that will not auto assign a texture.
Also the bone matrix is weird if anyone can help with that please let me know and ill add support right away.
here is a farc extractor bms viewtopic.php?f=10&t=5462
It also has a bms in here to extract the textures from the txp archives. Enjoy.
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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Thu Dec 02, 2010 12:36 am 
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Wow you're awesome chrrox
Thanks a lot for this


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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Thu Dec 02, 2010 2:17 am 
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Oh wow this is awesome as I must admit I'm a Vocaloid geek. Thanks. :wink:


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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Thu Dec 02, 2010 5:38 am 
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It seems that all the textures from VF5 are encrypted!
Image

but all other textures looks fine:
Image

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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Thu Dec 02, 2010 12:23 pm 
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the normal maps in vf5 are swizzled they are ati2n textures but i dont know how to unswizzle.


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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Thu Dec 02, 2010 5:13 pm 
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chrrox wrote:
the normal maps in vf5 are swizzled they are ati2n textures but i dont know how to unswizzle.

Look what i found with texture finder

Image

Link to Texture Finder, but i'm sure you have it, chrrox

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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Thu Dec 02, 2010 9:24 pm 
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Those are 360 textures they work fine they are not swizzled i am talking about ps3 files.
if you upload a 360 image i can add support for those in 2 seconds to the script.


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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Thu Dec 02, 2010 9:39 pm 
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chrrox wrote:
Those are 360 textures they work fine they are not swizzled i am talking about ps3 files.
if you upload a 360 image i can add support for those in 2 seconds to the script.

Eh :oops: sorry, you right, this is from xbox360 version. So here i uploaded them.

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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Fri Dec 03, 2010 12:36 pm 
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Hey there, is there any progress with other models like Goh Hinogami's model?
I would be really grateful if there 's any. :wink:


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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Fri Dec 03, 2010 12:55 pm 
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My converter works on all virtua fighter 5 models. I am not sure what your question is but yes you can rip this model yourself with these tools.
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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Fri Dec 03, 2010 2:12 pm 
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chrrox wrote:
My converter works on all virtua fighter 5 models. I am not sure what your question is but yes you can rip this model yourself with these tools.

So you beat the bones, hm? :)

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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Fri Dec 03, 2010 9:34 pm 
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no i was just saying that it works with these models i have not figured out the bones yet.


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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Fri Dec 03, 2010 11:04 pm 
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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Sat Dec 04, 2010 1:36 am 
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they are not invalid you need to use a program that supports those kind of normal maps try the tool from ati the compressonator. http://developer.amd.com/gpu/compresson ... fault.aspx
I do not have any issues with that model i have imported all the models from that game without errors.
Most likely something is different in your language encoding.
copy the max file to notepad then re copy it to a new max script and it should work.


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 Post subject: Re: (PS3) Virtua FIghter 5 / Project Diva Dream Theater
PostPosted: Sat Dec 04, 2010 1:44 am 
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chrrox wrote:
they are not invalid you need to use a program that supports those kind of normal maps try the tool from ati the compressonator. http://developer.amd.com/gpu/compresson ... fault.aspx
I do not have any issues with that model i have imported all the models from that game without errors.
Most likely something is different in your language encoding.
copy the max file to notepad then re copy it to a new max script and it should work.


Ah okay thank you for the link to fixing those dds files. I opened the script in notepad and then pasted it into a new max script and saved it. Running that yielded the same error. I'm using Max 2011 would that make a difference? What version was your script designed for?

This is the error I get with F11's Script Listener.

Code:
-- Error occurred during fileIn in <File:C:\Program Files\Autodesk\3ds Max 2011\Scripts\Diva.ms>
-- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2011\Scripts\Diva.ms; position: 4085; line: 146
>> MAXScript FileIn Exception: -- Syntax error: at bad, expected <factor>
--  In line: vx = readfloat f  <<


Last edited by Zerox on Sat Dec 04, 2010 2:01 am, edited 1 time in total.

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