PC - Sakuna (Edelweiss.bms) - nhmdl format

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
Habanero
Posts: 55
Joined: Sat Jun 15, 2019 9:14 am

PC - Sakuna (Edelweiss.bms) - nhmdl format

Post by Habanero »

https://mega.nz/folder/Y0ZyQZQK#xunysYE-_Hnhk7LlJvhICQ

File is too small for the filecutter. I extracted them with LinkOFF's Sakuna tool on Github, but I'm not sure what to do with nhmdl files since I've never encountered the format before.

https://github.com/LinkOFF7/sakunaTool
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: PC - Sakuna (Edelweiss.bms) - nhmdl format

Post by DJ Normality »

Here is something I found. Hope it helps.
Image
Image

The face index's are scattered it seems like. If i try to load 170 it fails. Yet there is many more faces below and above this. Not sure what's going on here.

Image
Image
Minor edit on the face offset.. Still no luck.. This ones tricky man sorry.
Habanero
Posts: 55
Joined: Sat Jun 15, 2019 9:14 am

Re: PC - Sakuna (Edelweiss.bms) - nhmdl format

Post by Habanero »

DJ Normality wrote:This ones tricky man sorry.


Does it look like the model might be split amongst different archives, or does each folder look like a complete model? I happened to choose one that had several ARC containers (Sakuna00, Sakuna01, etc.). I can upload another model if you think it might affect it.
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Re: PC - Sakuna (Edelweiss.bms) - nhmdl format

Post by DJ Normality »

No the model is all here just the face offsets arent right after each other. Usually if you start faces they continue until the next.. In this case the faces dont do that. I load the 170 and move to 171's offset to start new faces but it gives me an error. They are like "scattered" throughout the file.