Damn, still I'm interested in the HCA2WAVif you use vgmtoolbox, you can unpack those .awb files, which will most likely give you .hca audio format. I have a HCA2WAV program if you want it. I don't think gdkchan will add support for MGS3D tho
Damn, still I'm interested in the HCA2WAVif you use vgmtoolbox, you can unpack those .awb files, which will most likely give you .hca audio format. I have a HCA2WAV program if you want it. I don't think gdkchan will add support for MGS3D tho
I think I found the problem with mbn colors. Looks like that the vertex color data may come right after the 3 bytes normal data, without any padding, which is weird cause other attributes does have padding. Anyway, I updated the build on the first post so you can try if this fixes the color issues.upon further search.. seems like some stage MBN files are fine, and others r broken with the colors. As last time, the red channel took the alpha channel value, but seems like the green took red, and blue took green, and that leave blue with nothing (altho this could be wrong and that green is green and blue is blue while red is just missing).
can you tell me where the vertex color data is stored in the mbn data? Even tho I have no knownledge on hex data and all that stuff, so I'd most likely get lost at some point.
sure, i'll send it to ya in a PMDamn, still I'm interested in the HCA2WAVIf you could send it to me it would be awesome
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yep, that pretty much vfxed it all!! Thanks for that update fix! Stage used to be all red and stuff..I think I found the problem with mbn colors. Looks like that the vertex color data may come right after the 3 bytes normal data, without any padding, which is weird cause other attributes does have padding. Anyway, I updated the build on the first post so you can try if this fixes the color issues.
Just updated the build again because I noticed that it broke the models that doesn't use vertex colors -_- but should be alright now.yep, that pretty much vixed it all!! Thanks for that update fix!
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You can send the files if you want, but Im not going to look them anytime soon, cause I already have other files to RE atm. But MGS looks more interesting than the other formats I have on the listI've got a few files for you to analyze if you want toThey're all from Metal Gear Solid 3D. They're files with the .la2 (used for the models and images), .acb (audio), .awb (audio again), .cnf (used for the stages), .gcx (stages again) and .hpk (stages again). Hit me up on PM if you want some of them
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Im the author of both programs, as you can see on this github repository:
https://github.com/gdkchan/Ohana3DS
Now Ill explain this again... one last time.
First, the old version of Ohana3DS have a texture replacer, it doesnt create a new BCH file, it just REPLACES the texture data inside it, everything else is untouched. So I wouldn't consider it an exporter.
I was mainly using .obj, but tested it with everything but .smd, and as far as I can see the material "grass_mat" is the only material shown. I have been using Everyfileexplorer and not the official tools however, so aside from there being only one Material, it could very well be screwing up some thingsFirst, I dont know which program youre using to create the bcmdl files again, it may be destroying most of this data. Second, some of this stuff is specific to the PICA200, and can't be exported as DAE (for example, the Fragment Shader stuff, the LookUp tables, they all can't be exported as DAE, at least afaik).
I plan to add support for exporting into the Intermmediate File Format soon, which should fix those issues for the users of the official tools.
Im pretty sure that "EFE" doesn't support creating any of this anyway. It probably just uses a generic material. And .smd or .obj are the most basic formats, so all material stuff will be lost after exporting into them. The dae exporter that I made isn't much better either.I was mainly using .obj, but tested it with everything but .smd, and as far as I can see the material "grass_mat" is the only material shown. I have been using Everyfileexplorer and not the official tools however, so aside from there being only one Material, it could very well be screwing up some things
thanks for the quick reply btw
.smd or .obj are the most basic formats, so all material stuff will be lost after exporting into them. The dae exporter that I made isn't much better either.
He isn't doing saving in the Rebirth version of Ohana.@gdkchan If I send you 2 files, can you check and work on something for me?
It's just open a CGFX (from a banner.bnr), import a texture in the Texture tab, and Save.
I need just to save once I imported the texture.
Thank you I appreciate it. Now I just need to figure out why my models are all whiteclick on Ohave3ds and it'll give u a Open, Settings, or Exit selection
Show us?Thank you I appreciate it. Now I just need to figure out why my models are all white

