Thanks @episoder !
It worked so far with every texture I tried.
I was wondering if there's any chance to make the materials also compatible with the pc (benchmark) version? Right now you have to export the textures out of noesis and load them in an external 3d app to see them applied to the meshes.
Example of the error noesis throws in the debug log (very basic):
ehh. well... ofc you can't read those materials with the texture loader. and you gotta remove the "noesis.logPopup()" line. seems i forgot that.
and... no... i won't puzzle materials. are they even usable or extractable by noesis? i dunno. i don't care. those files are shader blah. no reproducing that. they got the texture names, but... screw it. the guy who did the model loader should add this parser. i don't even have any of this model data or scripts. i don't need either. seems it works just like that. the models got names? they have underscores and simple file name structure. to port or work with them you need a modelling tool anyway. so... i think i'm done.
Haha yeah I know materials can't be read with your texture loader plugin. Was just wondering if it was possible to do the same you did for the textures but with the materials. Abou the log I didn't realize that line was there, I have log enabled by default xD.
As far as I know they're loadable in noesis (at least the ps4 version ofc) dunno about exporting them but I can guess not xD.
To be honest it was just to simplify the work for just seeing models in a more recognizable way. It's not necessary at all apart from that ^^. So thank you anyway you gave us the texture tool which is more than enough with models being readable already.
About your question on model names, nop. They have no names only "nh00" (this should be Noctis' head and one could think nh stand for that but then nh01 is gladios' head so no xD) and stuff like that.
That stuff was written for PS4 data, it's a small miracle anything from a PC build loads!
I doubt it would be tough to adapt the material/texture support (or the animation support, which hasn't gone public yet), but I don't expect I'll get a chance to look at it any time soon. For the same reasons I haven't made a Noesis build in months.
done the bms script to reimport btex files and the bms earc extractor managed to reimport the earchive. i dunno how the earc files work. i guess it is luck it could compress the file smaller to fit into the fixed chunks. this may need a fix.