http://puu.sh/enJBJ/77d5b63576.zipIn the meantime having a link to an earlier version would be nice.
Never thought not deleting old revisions would come in handy.
http://puu.sh/enJBJ/77d5b63576.zipIn the meantime having a link to an earlier version would be nice.
Might be related to the new way of exporting in the new interface. I did not test it to be honest. I will fix it for the next update.
The BCSTM files this program makes are too large to use with the theme extdata tool. Why is this? I took an original wav file I exported from one of the official themes (Legend of Zelda theme) and converted back to BCSTm for comparison. The resulting file is twice as large as the original. So it's not doing something right.
That would help out a lot. I have to cut my track down to 40 seconds to keep things small enough.
Also not sure if this can be fixed or not, but the resulting tracks don't loop. They just end and there forever be silence.
When will I be able to edit the .kmp to make my custom track (already inserted model + collisions working), because if I try to drive someweher, that was not there on the original track, the lacitu takes me back to the starting position.
I click on the exe and it doesn't seem to run. Using Windows 8 (NOT 8.1!) 64bit OS
I extracted yes.
Hi!
I;m new on this forum and first, I would like to thank you for this tool as it allowed me to rip 287 bcstm files from sticker star
However, the textures (or maybe models?) is another thing. There's a bunch of .bcrez (not bcres) files in a folder called grpahics which makes me obvious that there's at least textures in those.
Using an hex editor, I see the header being CGFX so I tried to open the file using EFE and it returns me an error saying even though it detected the CGFX type, there's no "DATA" at 0x00000014 and it is the case if I check using an hex editor.
Question: how can I rip data from these?
It's like, is it really a cgfx and if it is, does this tool supports them?
For references, here's an header of one of these files:
View attachment 14435
Thanks!
Interesting. It looks compressed somehow. (that would explain bcrez z = lz or something) But even if it would be compressed, the D of DATA should be somewhere for the ATA part. Also, it doesn't seem to have a compression header. Could you send me some of them?
Thanks!Fine, I actually uploaded the whole folder compressed so you have pretty much all the files that interest me but the link is here:
https://www.dropbox.com/s/h5qrus6rsf6jzuq/Graphics.7z?dl=0
I also do this because I realized that the ATA part was inconsistent....sometime it doesn't appear at the same place, but it does seem to be there a lot of time.
Hope it will be useful. I have reasons to think this game would have unused contents so, I can;t wait to have them
Oh and I almost forgot while I'm there, I had a bcsar file which probably contains sounds and when I open it with EFE, it does read and even open, but I get a window with nothing in it so I guess it can't find the audio?
Because the thing is this file was near another which was a csid file and you could open it in a standard text editor (I believe it actually contains just text) and it seems you need this to have the filename of the bcsar....
I have another link with both the bcsar and the csid if you could check them. The csid doesn't do enything on EFE, but the bcsar does read and open with no audio listed (is it actually supposed to have a list or something?).
Anyway, here's the link https://www.dropbox.com/s/4y91yrfd0hfded4/sound.7z?dl=0
Again, thanks!
EDIT: I just realised that the csid file might just be relevant for the bcstm files which i already ripped succesfully. I can tell you this because the name of the music file are the same as the music files which I haven't included. Still idk why the bcsar wouldn't list anything....
I just wanted to ask if you happened to look at the Fantasy Life ztex,mdl or pak files at all, not asking if they're supported by the tool yet, just if you've generally been able to figure anything out with them.
Same question with the Youkai Watch or Final Fantasy Explorers stuff really.
Finally, I'd like to ask if you've any plans to add batching to the tool, converting lets say 100 models takes a while, as does hundreds of textures, being able to batch convert all files in a folder would be really helpful for those of us doing many conversions.
Thanks!
Maybe I can make something like scripts or something, but I do not know yet how I should implement that. For example CGFX does not support conversion anymore using the IConvertable interface (because it may not contain a model or multiple model). So maybe I need to make something to register commands or something. And then on the top of the script: using blablablaplugin; that kind of stuff.