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PostPosted: Thu Dec 17, 2015 9:27 pm 

Joined: Thu Dec 17, 2015 9:03 pm
Posts: 2
Image

Original in game
Image

Extracted
Image
the model in print is the armor vegeta saga Sayan extracted original game made available the original file to extract completely the original extension made by bandai .AMO https://www.dropbox.com/s/0xckns1uuf6vnea/VGT00.AMO?dl=0 as well as Krillin accompanying .rar below in order of posting.

The game was released in 2002 and I need the models because I'm quizmaster and I have to take care of them, the format is .AMO the textures I can get, all I need is extracted from the model .AMO and if possible the bones, hosted the original model of Krillin to look I've been talking with a colleague on the internet and he got a good start and managed to create a .bms that comes close to export, but it's still not coming, the characters leave a little bug missing some parts of the model, also sent this file in the annex in down by the model .AMO, how to do? just open quickbms generic and select 3DragonballAMO.bms and select the model of Krillin I sent you, then choose a folder to save the files in the format he .AMG, then reopen the quickbms generic only this time open the 4DragonballAMG.bms and say only the folder where are saved the .AMG, now the last step is to open in quickbms generic .MESH generated using the DragonBallB1MeshFixed.bms and done, but note that when opening the .3ds models in any template editor (blender) models were right butwhat lack.
Any help is good, it won't be long now, the models are being exported, but a little wrong, at least a good part of the body comes out correct.

Budokai 1 main architecture
.AMO(Models, Bones and animations)
.AMT(Texture(but I know how to export using the Game Graphic Studio 7.4.0, therefore only export the model is the goal))

someone to try to finish the MeshFixed script to export the complete model ? the aim is to export the models in any format especially .OBJ or .3ds (Autodesk) as is included in the MeshFixed script.

Use QuickBMS to extract demo incomplete


Attachments:
Budokai 1 Export Demo.rar [106.45 KiB]
Downloaded 169 times
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PostPosted: Sat Dec 19, 2015 2:24 am 

Joined: Wed Dec 16, 2015 2:36 am
Posts: 5
I would also love this. (This is KorudoDaio from XeNTaX, I got your message)

I mostly wanted to rip King Cold's cutscene model for my Brawl mod. I don't know how to write scripts and converters.


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PostPosted: Sat Dec 19, 2015 4:20 pm 

Joined: Thu Dec 17, 2015 9:03 pm
Posts: 2
TabuuAkugun wrote:
I would also love this. (This is KorudoDaio from XeNTaX, I got your message)

I mostly wanted to rip King Cold's cutscene model for my Brawl mod. I don't know how to write scripts and converters.


Used the script, works isn't it? However, models not work right, join us on facebook and do something, what do you think?


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PostPosted: Thu Jan 17, 2019 2:57 am 

Joined: Tue Dec 08, 2015 8:36 pm
Posts: 104
Gonna bump this thread. From what I can tell, the Budokai series have submeshes for hands and eye expressions. If you use the scripts shown here on xentax

http://forum.xentax.com/viewtopic.php?f ... kai#p77870

Then you get AMG files. If possible could anyone update the budokai maxscript to support submeshes, or at least support amgs


Attachments:
AMG.zip [402.35 KiB]
Downloaded 14 times
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PostPosted: Fri Jan 18, 2019 1:32 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 117
https://www.vg-resource.com/thread-2978 ... #pid622917


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PostPosted: Fri Jan 18, 2019 6:16 pm 

Joined: Tue Dec 08, 2015 8:36 pm
Posts: 104
Szkaradek123 wrote:
https://www.vg-resource.com/thread-29785-post-622917.html#pid622917

Already tried that maxscript. Only imports with default eye expressions. The script doesnt import the other extra eye and hand meshes.


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PostPosted: Fri Jan 18, 2019 7:32 pm 

Joined: Sat Aug 29, 2015 1:13 pm
Posts: 117
Ok.
Here is a quick blend "amo" unpacker and "amg" importer .
Use with Blender version 2.49 as usually.

No weights.

Needs to union meshes with same materials. (huge number of meshes)

Updated will be only after solving weights problem.

First select amo file to extract amg files and than select file with "amg" extension to import meshes.

Not all amo file has face expression.


Attachments:
Blender249[DragonballZBudokai][PS2][amo][amg][2019-01-18].zip [190.08 KiB]
Downloaded 15 times
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PostPosted: Fri Jan 18, 2019 9:32 pm 

Joined: Tue Dec 08, 2015 8:36 pm
Posts: 104
Szkaradek123 wrote:
Ok.
Here is a quick blend "amo" unpacker and "amg" importer .
Use with Blender version 2.49 as usually.

No weights.

Needs to union meshes with same materials. (huge number of meshes)

Updated will be only after solving weights problem.

First select amo file to extract amg files and than select file with "amg" extension to import meshes.

Not all amo file has face expression.

Thank you


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