Tales of the Abyss (PS2) - .anm and .rpx files

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Andree
Posts: 26
Joined: Wed Apr 18, 2018 1:36 am

Tales of the Abyss (PS2) - .anm and .rpx files

Post by Andree »

Tried to convert the rpx file with RPXto3DS.bms (not made by me!!) and it gave me a error.

Code: Select all

- error in src\file.c line 487: fdnum_open()
Error: No such file or directory

Last script line before the error or that produced the error:
  1   open FDDE 3DS 1


I tried versions 0.10.1 and 0.7.7 of quickbms and they gave me the same error. So that either probably worked with a version of quickbms that was older than 0.7.7 or a file that works with that .bms file.

Here is a zip file containing the files from the game and the bms file that I used with the .rpx file.

https://anonymousfiles.io/0jplRIcI/

I also included HyoutaTools in it, so here is the tutorial.

Launch HyoutaToolsGui.exe, click on the one that says "Tales Abyss FPS3 Extract", get the path of one .NPC or .PKF file and put it into the arguments, click on the run button, and it will extract the files into the folder with a similar name to the file.

There are texture files in the .rpx files, but I am not sure how to get them right now.

There is also the .anm files, which that relates to the animation used in the game, but we need to get the bones of the .rpx model files first before that.

EDIT:

Thanks to shakotay2 from xentax, now we figured out why that error happens.

you just basically execute this: quickbms -w RPXto3DS.bms 0000.rpx

and then it will tell you that the file named "0000.3DS" doesn't exist, type in "y", and it will create a new one.

I hope that someone makes a adaptation of RPXto3DS.bms as a model import plugin for the 3d model editing software that supports plugins (like 3ds max or blender) which makes it quicker to rip the model inside the .rpx files.