Wild Arms 3 (PS2) eememory script

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
DJ Normality
Posts: 647
Joined: Tue Jul 24, 2018 8:52 am

Wild Arms 3 (PS2) eememory script

Post by DJ Normality »

After months of looking at the script I reached out for some help in making a Noesis script from the quick bms file.
Shakotay2 helped me edit the script for uv's back in Oct.
Image
Final model. The uv's are messed up and the mesh is all at 0,0,0.
He found away to fix the uv data somehow shown here.
Image
Only problem is there is no submeshes. So trying to split all this up would take forever.
A buddy in my discord wrote a script that does read the eememory file but seems something is off.
Image
It reads all submeshes but now all the face data is incorrect. Could someone please assist me in this I feel its close.

Eememory samples
https://drive.google.com/file/d/1NS2il- ... sp=sharing

Noesis script
https://docs.google.com/document/d/16LA ... sp=sharing

Updated bms script
https://drive.google.com/file/d/1DUbYby ... sp=sharing

I also seen this in the data
Image
is it possible to parse these too ?