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Black Clover: Quartet Knights Models (Noesis Script)

Post questions about game models here, or help out others!
Eag1e
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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by Eag1e » Sat Jul 04, 2020 11:59 pm

akderebur wrote:
Sat Jul 04, 2020 11:32 pm
Eag1e wrote:
Sat Jul 04, 2020 7:39 pm
I've done it before but I'm getting an error this time
Slightly different magic. Try the gundam script maybe : viewtopic.php?p=144363#p144363
Seems to be somewhat working, although it only results in some type-less files in random folders
for GxArchivedFile000.dat
Image

For GxArchivedFile001.dat
Image

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

Post by akderebur » Sun Jul 05, 2020 8:42 am

Eag1e wrote:
Sat Jul 04, 2020 11:59 pm
although it only results in some type-less files in random folders
It requires a new script then. Need to see the file.

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

Post by Eag1e » Sun Jul 05, 2020 2:00 pm

akderebur wrote:
Sun Jul 05, 2020 8:42 am
Eag1e wrote:
Sat Jul 04, 2020 11:59 pm
although it only results in some type-less files in random folders
It requires a new script then. Need to see the file.
Uploaded a dat and dath file to MEGA https://mega.nz/folder/hYcUnQJR#IBeTpkV4XOkZqXdpPoD6BA

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

Post by akderebur » Sun Jul 05, 2020 6:29 pm

Eag1e wrote:
Sun Jul 05, 2020 2:00 pm
Uploaded a dat and dath file
I haven't downloaded the dat file because its large, but this script should work based on dath.
You do not have the required permissions to view the files attached to this post.

Eag1e
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Re: Black Clover: Quartet Knights Models (Noesis Script)

Post by Eag1e » Mon Jul 06, 2020 12:37 am

akderebur wrote:
Sun Jul 05, 2020 6:29 pm
Eag1e wrote:
Sun Jul 05, 2020 2:00 pm
Uploaded a dat and dath file
I haven't downloaded the dat file because its large, but this script should work based on dath.
This works, thank you! :D

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

Post by lezisell » Mon Jul 27, 2020 11:33 am

Can somebody please explain me how the hell do I use that triple damned "bc_texfinder.exe" tool? Step-by-step please. Method from the first post not working.

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

Post by lezisell » Tue Aug 04, 2020 8:36 pm

Also can someone update Noesis script please? The one here just merges all the mesh part into one huge mesh which make separating and texturing it a huge pain. Thank you.

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

Post by akderebur » Tue Aug 04, 2020 10:18 pm

lezisell wrote:
Tue Aug 04, 2020 8:36 pm
The one here just merges all the mesh part into one huge mesh which make separating and texturing it a huge pain.
You probably did not unpack/decompress the folder containing the ".mdc" files. In that case the material info is not read properly and meshes aren't separated. Use the same procedure I have described in the first post and it should work without a problem. It should also auto-texture too that way.

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

Post by lezisell » Wed Aug 05, 2020 6:29 am

I did. I even keep MDC with MDL in one folder when converting into FBX. It still merges all the meshes. I've extracted all the textures needed with "Ninja Ripper" now all I need is working models.

Here's the model I'm trying to work: https://mega.nz/file/8wMyRC6K#2_fmj_tht ... zVKz1PWt5k

I did everything by manual, unpacked MDC and MDL, extracted the textures with Ninja Ripper and still converted model comes merged.

And this what happens when I'm placing both MDL and MDC in one folder with TEX files.
https://imgur.com/a/H6OopfG

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