• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Animal Crossing .brmdl import?

Glitchy Furrystuff

Smash Rookie
Joined
Jun 24, 2010
Messages
2
Well, it's 3AM and I stupidly lost my original post to this question I was asking about this, so I just gotta cut this short for the moment...

In a nutshell, I need to snag the Animal Crossing City Folks neighbor models of the NPC squirrel. Now, I already have the models ripped from the .arc of all 32 neighbors. I hear that .brmdl is just a .brres renamed so I changed copies' names to .brres and tried using FortWaffles's fixer programs (mdl0[header, material, and polygon]fix.exe) with less luck than a leprechaun at the end of the rainbow.

Nearly every time I run the header program and send in the .brmdl (renamed as .brres) I get a delay before the program finishes and closes. Running the material fixer or polygon fixer leads to a GM error message claiming obj1's Step Event can't read "byte". BrawlBox 0.64Beta can't load any of these files modified or by themselves. I've also tried BrawlBox 0.63 first but no cigar there either. Just the basic "Unable to recognize input file" message. Also, I tried manually hexing the files... Not the best bedtime story to tell to a child...

It's late here, so I'm gonna cut off now. If there's a problem with this post (rule violations or wrong board, etc) then do whatever you need, though I think this is safe...
 

Glitchy Furrystuff

Smash Rookie
Joined
Jun 24, 2010
Messages
2
In updating to this problem...

I tried another model from the ACCF .arc with the neighbors and "1.brmdl", when renamed to "1.brres", is one that appears to work perfectly with the programs but still doesn't work with BrawlBox. I looked in the two files I had mainly looked at with the hexers, "1.brres" and "29.brres" and noticed something that kinda worries me because I fear it may mean some models are incompatible with heavier modifications. Of course, I am NOT the most experienced at Brawl's formats nor ACCF's...

"1.brres" - When looking into this after seeing it supposedly work perfectly with the hexers, I noticed and compared something to the text tutorial here. I don't think it matters but I am curious, because model 1 here has the MDL0 part close to both the beginning and the end in hex. 29, which doesn't work... Is different...

"29.brres" - With this one being an example causing the Mat and Poly hexer to return an error, I peaked into this with a hex editor as well (if anyone cares, I use XVI32 because I'm cheap) and noticed that the string MDL0 only appears once rather than twice and it's near the end of the file.

I guess the model is the last chunk of data, but I have also noticed strings that sound like names of bones (root, RFoot3, tail1, etc) and some short "polygon0", "polygon1", and "polygon2" sections. There are also parts that I don't understand knowing my limited knowledge ("ost_mdl__cloth") but I hope these don't have anything affecting the conversation process. What seriously confuses me is that mostly everything right before MDL0 in 29 (and probably other models not working) are mostly the names of parts like I said above and then a bunch of zeros which confuse me on how in the world is the data getting the names if it's not directly in the label... Unless if all the data from earlier in the file put the names of those sections through pointers or something...

...Uh... Sorry, might've rambled a bit there... Anyways, I'm gonna look at even more of these .brmdl files and even dig some others from ACCF to see if I can get others to work...

EDIT UPDATE:
Well this is both encouraging and discouraging if my knowledge is right... I actually managed to import all three special characters I tested into BrawlBox after using the hexers on them. The only problem is the display of textures, but I'm pretty sure that's my computer and not the files (knowing my luck though, I'm probably wrong). Doesn't matter what the textures are right now though, my concern is the neighbor squirrel model which I have the textues I'm going to need to apply. I do notice though that the models for "normal" characters, the random neighbors, are .brmdl files in an .arc that I had extracted while special characters' models are already .brres and are not in an .arc... Could the problem be with the .arc extractor I use, Arcman, or something I don't understand in the .arc itself? If I somehow happen to find the random neighbors' models in specials, then I guess I wouldn't need this topic anymore...

EDIT UPDATE2:
I got Hex Workshop working (Too bad it's a trial) and my attention has been drawn over to something interesting. I got "1.brmdl" imported successfully into BrawlBox but not "29.brmdl". Now I KNOW that these should be .brres files thanks to a small bit of info I found about the .brres format's first two lines. Turns out 1 wouldn't work because the start of the file was not the hex of "bres" but rather some bytes that must have interfered with BrawlBox's and the hexers' work. Erasing those bytes got 1 successfully working. But 1 isn't what I needed, that's a cat. My other test file, "29.brres" has a different appearance. A lot of other models work like 29, as the "bres" part isn't a few bytes off from where it should be, it's only at the bottom and LOOKS like it should be there and the top where the first two lines are, as well as the MDL0 part, possibly more data is in there too. I'm trying to figure out what to do with parts of this file... If I get the significant parts to work like 1, then I would assume it can then be hexed and imported to BrawlBox correctly. If anyone knows what I'm doing and has the quick answer, then please speak up before I end up figuring out what to do when I'm 83 years old.

EDIT UPDATE3: EUSTINE, WE HAVE A PROBLEM... FIXED!

And it was an old hidden one, turns out that the problem was extracting the .arc files with Arcman, it didn't divide the separate models like I thought it would. For example, 29.brres was actually only PART of model 29, the other part was in 28.brres, and just about every other model had this problem. 1.brres, the cat, was easiest to fix because there wasn't a previous model to mix data with, but somehow some extra empty bytes was thrown in. It was also notable that the pieces of 2.brres that got mixed at the bottom of Model 1 didn't appear to affect the hexing or loading into BrawlBox.
And so, THIS is why there were TWO occurrences of the string "MDL0", it was because the first MDL0 string was for Model 29 and the second was actually for Model 30. Next time I should REALLY learn about these formats before I muck TOO much like that.

I guess this means this topic is of no use now, but oh well.
 
Top Bottom