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Releases: Fothsid/OBTool

OBTool v0.0.6

21 Nov 15:15
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OBTool v0.0.6 Pre-release
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  • Added ExtractMOMO functionality
  • Adjusted the compression function in libthanatos... again.

OBTool v0.0.5-1

31 Oct 02:11
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OBTool v0.0.5-1 Pre-release
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  • Texture compression function in libthanatos has been rewritten AGAIN. Hopefully that's gonna be the last time I do that.

OBTool v0.0.5

30 Oct 21:00
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OBTool v0.0.5 Pre-release
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  • Added ExtractAFS, BuildAFS and BuildMOMO functionality

OBTool v0.0.4-3

29 Oct 17:29
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OBTool v0.0.4-3 Pre-release
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  • Force non-manifold geometry to be converted to triangle strips. (I have absolutely no clue how stable that will be, don't @ me if your non-manifold mesh doesn't look right in-game)

OBTool v0.0.4-2

28 Oct 17:14
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OBTool v0.0.4-2 Pre-release
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First build that successfully managed to import a modified room model.

  • Fixed vertex color grabbing from FBX, should be correct now
  • Fixed texture assignment, apparently before it worked correctly most of the time only due to pure luck lol

as for modifying rooms:

  • Use ExtractScenarioAFS to correctly extract scenario data to a folder (which will also automatically convert all scenario textures to png)
  • Inside that folder you can convert room NBDs back and forth, but be aware that if you change the order in ScenarioTextureList.txt, you will have to reconvert every NBD in the scenario, for it to assign correct textures.
  • You can add new textures at the end of the ScenarioTextureList.txt without having to rebuild all NBDs (and make sure that those textures are in the same folder with all scenario data and ScenarioTextureList.txt)
  • Once you're done modifying everything you wanted, use BuildScenarioAFS on the folder to build an AFS file and a rXXX_h.bin file that you can insert into NETBIO00.DAT

OBTool v0.0.4-1

28 Oct 16:13
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OBTool v0.0.4-1 Pre-release
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  • Disable gsTex0 correction because this game is held together by a tiny piece of tape

OBTool v0.0.4-0

27 Oct 23:46
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OBTool v0.0.4-0 Pre-release
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Expect that some things may have ended up being broken as I can't test absolutely everything alone.

  • More readable warnings and errors
  • Added a PatchNBDTextures command, which patches global texture id values in the NBD. (Example: OBTool.exe PatchNBDTextures test.NBD test_patched.NBD 12A8 12A9)
  • Converted TM2 files now have their gsTex0 filled out
  • Preliminary room modding support, will not elaborate further, as I haven't been able to get it working in-game yet (ExtractScenarioAFS and BuildScenarioAFS)

Also,
ConvertToFBX may produce non-manifold geometry sometimes due to how duplicate vertices are sorted out. I'm not sure what I can do with that at the moment without making the process greatly more complex, so please bear with it for now.

OBTool v0.0.3-1 (hotfix)

22 Aug 20:29
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  • Fix rotation and scale for character skeleton

changes from v0.0.3:

  • Textures are now automatically converted to indexed 256 color mode if their color count exceeds 256
  • Duplicate textures (the ones with the same name, but referenced multiple times) are now automatically merged into one
  • ConvertToFBX now supports room models and models with additional amo/ahi pair in them and models with shadow data (FbxName.addon.fbx; FbxName.sdw). Textures in room models are gonna be non-existent though.
  • ConvertToNBD now supports models with shadow data (FbxName.sdw) and additional amo/ahi pair. (FbxName.addon.fbx), but not room models yet.
  • ConvertToNBD shouldn't mess up normals now (I think, just changed one flag for the striper and it stopped producing models with broken winding order in some places)
  • If the mesh is non-manifold, an error will be printed in the console.
  • Full weight strip count: 0 shouldn't break the nbd file anymore (unless the mesh is non-manifold)

OBTool v0.0.2-3

15 Aug 16:30
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OBTool v0.0.2-3 Pre-release
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Changes:

  • Mesh transformations are now applied to normals as well, forgot to do it earlier

OBTool v0.0.2-2

15 Aug 14:03
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OBTool v0.0.2-2 Pre-release
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Changes:

  • Now, when converting to FBX, OBTool is forcing non-skeleton nodes with parent skeleton node to have a skeleton attribute themselves, which should fix the issue with Maya where it will just discard the group id value for a transform node if its parent has a skeleton attribute.