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Metal Gear Rising Custom Meshes ?

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LeoFeroz
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Metal Gear Rising Custom Meshes ?

Post by LeoFeroz »

it would be possible to make a plugin capable of converting from fbx to .wmb, which is the format in which the game saves the meshes, or something similar not necessarily fbx something like blender to .wmb, I know that modding for the Paltinum engine is kind of complicated I know is there a plugin for nier autoamta that can import wmb to blender is it possible to do something like this for metal gear rising?


Samples
https://drive.google.com/file/d/1fiFoF7 ... sp=sharing

I know it can be complicated, but I would appreciate the help.


Probably useful


https://zenhax.com/viewtopic.php?f=5&t= ... ear+rising
https://github.com/WoefulWolf/NieR2Blender2NieR
https://github.com/Kerilk/bayonetta_tools
viewtopic.php?f=16&t=10147&hilit=MGR
Last edited by LeoFeroz on Fri Sep 09, 2022 9:41 pm, edited 3 times in total.
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shakotay2
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Re: Metal Gear Rising Custom Meshes ?

Post by shakotay2 »

LeoFeroz wrote: Thu Sep 08, 2022 4:59 am it would be possible to make a plugin capable of converting from fbx to .wmb
Hard to achieve, I guess.
that can import wmb to the blender is it possible to make something like that for metal gear rising?
Looks doable (using hex2obj, view link in my sig. One sub mesh only, as always, mostly):
.
em002a-wmb.jpg
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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LeoFeroz
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Re: Metal Gear Rising Custom Meshes ?

Post by LeoFeroz »

shakotay2 wrote: Thu Sep 08, 2022 6:25 am
LeoFeroz wrote: Thu Sep 08, 2022 4:59 am it would be possible to make a plugin capable of converting from fbx to .wmb
Hard to achieve, I guess.
that can import wmb to the blender is it possible to make something like that for metal gear rising?
Looks doable (using hex2obj, view link in my sig. One sub mesh only, as always, mostly):
.
em002a-wmb.jpg
maybe but like every format, with a lot of effort you can get Nier automata has custom models so it may be possible but the plugin creator is not very interested in other games from Platinum Games, well thanks for your comment is already something
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Re: Metal Gear Rising Custom Meshes ?

Post by shakotay2 »

The Bayonetta plugin from Kerilk on Zenhax is said to support MGRR but I didn't get above wmb loaded using his dll.

Maybe the source needs to be compiled with setting "false" to "true" here:
SPGamesPair(Model_Bayo_Check<false, MGRR>, Model_Bayo_Load<false, MGRR>),

(Maybe I'll give it a shoot later...)
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
LeoFeroz
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Re: Metal Gear Rising Custom Meshes ?

Post by LeoFeroz »

shakotay2 wrote: Thu Sep 08, 2022 11:43 am The Bayonetta plugin from Kerilk on Zenhax is said to support MGRR but I didn't get above wmb loaded using his dll.

Maybe the source needs to be compiled with setting "false" to "true" here:
SPGamesPair(Model_Bayo_Check<false, MGRR>, Model_Bayo_Load<false, MGRR>),

(Maybe I'll give it a shoot later...)

the Kerilk plugin supports loading the models before being extracted from the .dat it reads the dat file without being extracted if I'm not mistaken
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Re: Metal Gear Rising Custom Meshes ?

Post by shakotay2 »

LeoFeroz wrote: Thu Sep 08, 2022 6:50 pmthe Kerilk plugin supports loading the models before being extracted from the .dat it reads the dat file without being extracted if I'm not mistaken
Haha, yes - catched me. :D (Kerilk, he's unbelievable, isn't he? 8) )
.
em002a-dat.jpg
[like] a plugin for Nier Autoamta that can import wmb to the blender is it possible to make something like that for metal gear rising?
So then I misunderstood your motivation. Perhaps.

What were the advantage of such a wmb importer for blender?
Once you have a model (from a .dat file) in Noesis you're free to export it to some other format.

(This doesn't help solving your fbx2wmb request, I see. But I thought wmb-import was another point of your interest.)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
LeoFeroz
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Re: Metal Gear Rising Custom Meshes ?

Post by LeoFeroz »

shakotay2 wrote: Thu Sep 08, 2022 10:18 pm
LeoFeroz wrote: Thu Sep 08, 2022 6:50 pmthe Kerilk plugin supports loading the models before being extracted from the .dat it reads the dat file without being extracted if I'm not mistaken
Haha, yes - catched me. :D (Kerilk, he's unbelievable, isn't he? 8) )
.
em002a-dat.jpg
[like] a plugin for Nier Autoamta that can import wmb to the blender is it possible to make something like that for metal gear rising?
So then I misunderstood your motivation. Perhaps.

What were the advantage of such a wmb importer for blender?
Once you have a model (from a .dat file) in Noesis you're free to export it to some other format.

(This doesn't help solving your fbx2wmb request, I see. But I thought wmb-import was another point of your interest.)
what I'm really interested in and customized models like the blender part would be like NieR2Blender2NieRr capable of importing wmb, modifying it and exporting it to wmb something similar not necessarily fbx :wink:

Well thanks anyway you are a very nice guy :mrgreen:

my english is pretty bad maybe i confused you a little
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Re: Metal Gear Rising Custom Meshes ?

Post by shakotay2 »

LeoFeroz wrote: Fri Sep 09, 2022 1:05 amwhat I'm really interested in and customized models like the blender part would be like NieR2Blender2NieRr capable of importing wmb, modifying it and exporting it to wmb something similar not necessarily fbx :wink:
Ok. As I wrote earlier: exporting to wmb will be the hard part. Because you need to understand the meaning of every byte of the wmb format.

Question: is the Nier automata wmb format the same as the one of MGRR? (WMB4)
Guess, there's differences? Which?
Well thanks anyway you are a very nice guy :mrgreen:
Haha, look at my avatar to see who I am. :D
my english is pretty bad maybe i confused you a little
Nope, your english is fine.

It's just that I didn't want to check into Nier automata tools because of lack of time. I usually focus on working solutions, if any.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
LeoFeroz
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Re: Metal Gear Rising Custom Meshes ?

Post by LeoFeroz »

Question: is the Nier automata wmb format the same as the one of MGRR? (WMB4)
Guess, there's differences? Which?
Yes if I'm not mistaken Nier automata is wmb3
Sample:

this is from a mod maybe not exactly the same
It's just that I didn't want to check into Nier automata tools because of lack of time. I usually focus on working solutions, if any.
I understand this takes time, you don't have to look right away, if you just take a look when you have some time available I would appreciate it. :D


wmb
https://drive.google.com/file/d/1KWK1p7 ... sp=sharing
Complete
https://drive.google.com/file/d/1BblTFd ... sp=sharing

the format is more up-to-date it keeps all the meshes of the model without separate parts
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