Hacking Where can I find the Switch BFRES format specs?

Also, does the FSHP allow indices to be different for different attributes, or no?
It works the same as Wii U bfres and you can also look at the source code of the viewer if you need to figure out how the layout is. The main differences is that bfres index groups only look up names, render state moved to render info, material related animations merged into one subfile, textures stored in an embedded BNTX file, endians is little instead of big, along with a relocation table which points to many parts of the bfres file
 
Last edited by KillzXGaming,
The reason I'm asking about the indices is that...
I'm making a BFRES to OBJ converter, and I tried to convert Shine.bfres (from Super Mario Odyssey), but although the vertex positions are correct, the normals and textures are not:
Screenshot from 2018-04-28 17:43:25.pngScreenshot from 2018-04-28 17:42:38.pngScreenshot from 2018-04-28 17:42:41.png
(I manually fixed the normals, but this is not ideal for larger models, plus it eliminates any potential sharp edges)
The reason I think it's the indices is that, if it were just the file offset, the texcoords would be a garbled mess. The fact that they mostly line up with the texture is what makes me think the indices are off.

I'm pretty sure I'm not understanding something.
The source and BFRES file are attached, if that helps.

[EDIT]
I be dumb. Forgot to check for 8 byte alignment. Now it works.
 

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Last edited by Yoshimaster96,

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