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Black Clover: Quartet Knights Models (Noesis Script)

Post questions about game models here, or help out others!
Satania
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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by Satania » Fri May 24, 2019 11:47 pm

were you able to find a script for the .xet and .ldm file for Death end reQuest Pc?

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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by ventuhr » Sat May 25, 2019 1:46 am

Satania wrote:
Fri May 24, 2019 11:47 pm
were you able to find a script for the .xet and .ldm file for Death end reQuest Pc?
I think you can just batch rename those to .tex and .mdl since they're just name-inverted extensions for some reason, decompression tool and noesis .mdl and .tex plugin works fine in most cases.

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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by akderebur » Mon May 27, 2019 5:13 pm

Rin wrote:
Mon May 20, 2019 10:30 pm
anyone able to update the scripts for death end's PC version?
Here is the updated script for PC. If a model/texture isn't working, then it is probably not important. Don't ask for fix please.
You do not have the required permissions to view the files attached to this post.

darksimonus
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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by darksimonus » Tue May 28, 2019 7:45 pm

Hello

is it possible to extract animations?

Thx for help

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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by darksimonus » Wed May 29, 2019 7:26 pm

I dont understand how work BC_TexFinder.exe
-----------------------------------------------------------------------------------------------
Model textures are only applied if they are in the same directory as the .mdl file. First of all make sure you have decompressed these 3 folders : "5E12DE0D", "FA61C1D7", "FC397BB3". Now drag and drop a .mdl file on the BC_TexFinder.exe. It will copy all the necessary textures to the model directory. Load the .mdl file in Noesis, and it should have the textures applied.
-------------------------------------------------------------------------------------------------

1) I unpack .mdl and .tex and .mdc of folder "5E12DE0D", "FA61C1D7", "FC397BB3"
2) I copy all unp_.mdl and unp_.tex and unp_.mdc in only one folder
3) I drop unp_.mdl on BC_TexFinder.exe

But I dont have texture applied :(

How work BC_TexFinder.exe?

darksimonus
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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by darksimonus » Thu May 30, 2019 1:15 pm

I find solution for look texture on mesh into Noesis
you have to put all the file mdl tex in a file which keeps the name of: "5E12DE0D"

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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by kurokairaku » Tue Jul 02, 2019 11:42 am

akderebur wrote:
Mon May 27, 2019 5:13 pm
Rin wrote:
Mon May 20, 2019 10:30 pm
anyone able to update the scripts for death end's PC version?
Here is the updated script for PC. If a model/texture isn't working, then it is probably not important. Don't ask for fix please.
Any chance you could get the MDC to read on it too? When I try to open the Death End's MDL I get an error on Noesis.
https://i.imgur.com/SXhGt3n.png (Error in question)

Right now since all enemies and characters are in one file, all the textures are sorta conglomerated in one place. with 1712 different tex files to sift through, it would be nice to know which belongs to which. As it stands even Daemons tool seems to hang on the mdc.

Or do you know of a way to find out what tex file belongs to which through the MDC? I'm just plain having trouble reading it due to my lack of experience with hex and coding. Any help appreciated.

Edit: Nvm, the thing gets hashed anyways, and Ninja Ripper doesnt work with Death End so no such thing as getting out Textures. That way.

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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by akderebur » Tue Jul 02, 2019 12:53 pm

kurokairaku wrote:
Tue Jul 02, 2019 11:42 am
Any chance you could get the MDC to read on it too?
No plans to support MDC atm. Hash function needs to be found first anyway.

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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by kurokairaku » Fri Jul 05, 2019 12:27 am

akderebur wrote:
Tue Jul 02, 2019 12:53 pm
kurokairaku wrote:
Tue Jul 02, 2019 11:42 am
Any chance you could get the MDC to read on it too?
No plans to support MDC atm. Hash function needs to be found first anyway.
Finding the models are easy just textures are not, so I use Intel GPA now to get textures. I kinda wish though Ninja Ripper works with the game. I really want to make a cool wallpaper render of the beginning house area as I find it to be beautiful, but Ninja Ripper apparently cant see the DrawIndexed call and instead rips out the Draw call, but according to Intel GPA Drawindex is where all the mesh and textures are at. Intel GPA does see the geometry but I have to do it one by one otherwise haha. I heard it is possible to modify the ninja ripper dll but I know nothing of that.

ELEVATR3000
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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by ELEVATR3000 » Wed Aug 07, 2019 2:50 am

how would i export the file from noesis with the textures mapped?

Unari
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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by Unari » Wed Aug 21, 2019 4:07 am

Hey guys, so i'm literally stuck on the first step; I have the GxArchivedFiles, but when i try and use the bms to extract from them it gives me some errors. I've tried extracting directly from the files in the Black Clover Quartet Knights\resource\masterWin64 and it ends up finding no files. If anyone could help i'd really appreciate it. Contact me here: Discord - Unari#4049

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