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
The Forum is up for sale: XeNTaX Forum looking for new owner
Metal Gear Rising Custom Meshes ?
- shakotay2
- MEGAVETERAN

- Posts: 4231
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1139 times
- Been thanked: 2222 times
Re: Metal Gear Rising Custom Meshes ?
Hard to achieve, I guess.
Looks doable (using hex2obj, view link in my sig. One sub mesh only, as always, mostly):that can import wmb to the blender is it possible to make something like that for metal gear rising?
.
You do not have the required permissions to view the files attached to this post.
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?"
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
- beginner
- Posts: 37
- Joined: Wed Jan 06, 2021 6:08 pm
- Has thanked: 12 times
- Been thanked: 1 time
Re: Metal Gear Rising Custom Meshes ?
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
- shakotay2
- MEGAVETERAN

- Posts: 4231
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1139 times
- Been thanked: 2222 times
Re: Metal Gear Rising Custom Meshes ?
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...)
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?"
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
- beginner
- Posts: 37
- Joined: Wed Jan 06, 2021 6:08 pm
- Has thanked: 12 times
- Been thanked: 1 time
Re: Metal Gear Rising Custom Meshes ?
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
- shakotay2
- MEGAVETERAN

- Posts: 4231
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1139 times
- Been thanked: 2222 times
Re: Metal Gear Rising Custom Meshes ?
Haha, yes - catched me.
.
So then I misunderstood your motivation. Perhaps.[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?
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.)
You do not have the required permissions to view the files attached to this post.
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?"
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
- beginner
- Posts: 37
- Joined: Wed Jan 06, 2021 6:08 pm
- Has thanked: 12 times
- Been thanked: 1 time
Re: Metal Gear Rising Custom Meshes ?
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 fbxshakotay2 wrote: ↑Thu Sep 08, 2022 10:18 pmHaha, yes - catched me.(Kerilk, he's unbelievable, isn't he?
)
.
em002a-dat.jpgSo then I misunderstood your motivation. Perhaps.[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?
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.)
Well thanks anyway you are a very nice guy
my english is pretty bad maybe i confused you a little
- shakotay2
- MEGAVETERAN

- Posts: 4231
- Joined: Fri Apr 20, 2012 9:24 am
- Location: Nexus, searching for Jim Kirk
- Has thanked: 1139 times
- Been thanked: 2222 times
Re: Metal Gear Rising Custom Meshes ?
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?
Haha, look at my avatar to see who I am.Well thanks anyway you are a very nice guy
Nope, your english is fine.my english is pretty bad maybe i confused you a little
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?"
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
- beginner
- Posts: 37
- Joined: Wed Jan 06, 2021 6:08 pm
- Has thanked: 12 times
- Been thanked: 1 time
Re: Metal Gear Rising Custom Meshes ?
Yes if I'm not mistaken Nier automata is wmb3Question: is the Nier automata wmb format the same as the one of MGRR? (WMB4)
Guess, there's differences? Which?
Sample:
this is from a mod maybe not exactly the same
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.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.
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
