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BlueReflection model files
Posted: Thu Sep 28, 2017 1:36 pm
by z22901206
Re: BlueReflection model files
Posted: Thu Sep 28, 2017 10:54 pm
by Acewell
this bms script will decompress your .gz samples
Code: Select all
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm
comtype zlib_noerror
get NAME basename
do
get ZSIZE long
savepos OFFSET
append
clog NAME OFFSET ZSIZE ZSIZE
append
math OFFSET + ZSIZE
goto OFFSET
while ZSIZE != 0
edit
first submesh in pc00_scl.elixir
pc00_scl_elixir.png
Re: BlueReflection model files
Posted: Fri Sep 29, 2017 12:23 pm
by rauldj
Is there a way to extract the .elixir files? It seems that PS3 tools to do that do not work here.
Re: BlueReflection model files
Posted: Fri Sep 29, 2017 8:22 pm
by killercracker
rauldj wrote:Is there a way to extract the .elixir files? It seems that PS3 tools to do that do not work here.
Here's an all in one extractor for the original gz files. Currently working on a maxscript to import the g1m files.
Re: BlueReflection model files
Posted: Fri Sep 29, 2017 9:29 pm
by rauldj
killercracker wrote:Here's an all in one extractor for the original gz files. Currently working on a maxscript to import the g1m files.
Nice, thank you very much, you're the best!
I'm trying to extract models from Atelier Sophie PC but now it seems that the Dinasty Warriors 7 script for 3ds Max to open the .g1m files doesn't work with these

, so hopefully your script will be able to overcome it .

Re: BlueReflection model files
Posted: Sun Oct 01, 2017 5:05 am
by kayaha
killercracker's bms script is working perfectly. Thanks killercracker.
However blue reflection g1m file could not be imported with maxscript for DW 7.
(
https://forum.xentax.com/viewtopic.php?f=16&t=6252)
3dsmax said the same thing as the image of rauldj
Is there another maxscript that can import g1m?
Re: BlueReflection model files
Posted: Wed Oct 04, 2017 11:11 pm
by ssringo
killercracker wrote:rauldj wrote:Is there a way to extract the .elixir files? It seems that PS3 tools to do that do not work here.
Here's an all in one extractor for the original gz files. Currently working on a maxscript to import the g1m files.
Thanks for the extractor. I used it to help figure out a few costumes for some model swaps (super easy, just copy/paste and renaming files).
How's work on the maxscript going?
Re: BlueReflection model files
Posted: Thu Oct 05, 2017 3:36 am
by killercracker
ssringo wrote:killercracker wrote:rauldj wrote:Is there a way to extract the .elixir files? It seems that PS3 tools to do that do not work here.
Here's an all in one extractor for the original gz files. Currently working on a maxscript to import the g1m files.
Thanks for the extractor. I used it to help figure out a few costumes for some model swaps (super easy, just copy/paste and renaming files).
How's work on the maxscript going?
I stopped working on it after I remembered that issue with g1m files needing extra work done to render cloths of other materials alike correctly. You can use
Steven's Gas Machine to load the models correctly though, they'll have no skeleton. Just select [PC] Dragon Quest Heroes Slime Edition as the game and hit ok when the process g1m files prompt comes up.
Re: BlueReflection model files
Posted: Thu Oct 05, 2017 12:45 pm
by rauldj
killercracker wrote:I stopped working on it after I remembered that issue with g1m files needing extra work done to render cloths of other materials alike correctly. You can use
Steven's Gas Machine to load the models correctly though, they'll have no skeleton. Just select [PC] Dragon Quest Heroes Slime Edition as the game and hit ok when the process g1m files prompt comes up.
Well, too bad. Thanks for your extractor and for guiding us to use that other software though!
Re: BlueReflection model files
Posted: Fri Oct 06, 2017 1:56 pm
by z22901206
killercracker wrote:
I stopped working on it after I remembered that issue with g1m files needing extra work done to render cloths of other materials alike correctly. You can use
Steven's Gas Machine to load the models correctly though, they'll have no skeleton. Just select [PC] Dragon Quest Heroes Slime Edition as the game and hit ok when the process g1m files prompt comes up.
Not all physical mesh is like a "piece", some of them still can be used.
Ingore this problem, can your "Unfinished Script" import the g1m file with bones ?
I mean other meshs.
Re: BlueReflection model files
Posted: Fri Oct 06, 2017 3:01 pm
by HeliosAI
Steven's Gas Machine can get the models with bones and weights just fine. The only problem is some of the physic parts at the moment, which export as flat meshes. He said he's looking into it, so i think sooner or later it will be possible to get those parts too

Load the .smc files with the included script into Blender 2.49b (*_skel_00.smc first) and enable vertex groups in the armature modifier in Blender.
Re: BlueReflection model files
Posted: Fri Oct 06, 2017 4:06 pm
by z22901206
o0Crofty0o wrote:Steven's Gas Machine can get the models with bones and weights just fine. The only problem is some of the physic parts at the moment, which export as flat meshes. He said he's looking into it, so i think sooner or later it will be possible to get those parts too

Load the .smc files with the included script into Blender 2.49b (*_skel_00.smc first) and enable vertex groups in the armature modifier in Blender.
Maybe i should study Blender first, thx.
Re: BlueReflection model files
Posted: Tue Oct 17, 2017 12:49 am
by anime663
Nvm lol