Shadowth117
shadowth117.bsky.social
Shadowth117
@shadowth117.bsky.social
Minor UI change for demonstration's sake, but I've added extraction and repacking for the ae_*.arc ui files. Now you can actually change the UI to reflect the name of whatever stage model you import and the like.
<https://github.com/Shadowth117/Aqua-Toolset/releases>
May 17, 2025 at 5:58 AM
I've put out a Billy Hatcher prototype asset skin pack. I won't pretend there's a ton to it, but it is a proof of concept of putting in custom content of a form. Might be fun for people who've seen some of what I've posted and want to play around with it.
gamebanana.com/mods/594300
May 14, 2025 at 5:29 AM
Much less janky version. Seems like Richie, the animal it replaces, has a run that loops at a set place that might be hardcoded, but it's definitely usable at this point after some minor animation edits to push it up in the air a bit.
May 12, 2025 at 10:51 PM
I've revived the Billy Hatcher ice whale from the dead, complete with what I assume to be its proto egg pattern from the unused demo egg patterns. The animations need a tune up, but it works!
May 12, 2025 at 8:19 AM
Added rendering for eggs today and along with that put a transparent preview of what's in the egg above them. I figure this should help with clarity, especially with some eggs, like the Sonic eggs, having the same texture.
April 23, 2025 at 8:57 PM
So apparently the old version of Pirates Island didn't have the weird quicksand collision. It's similar, but they must have added it by mistake in a refinement pass. The render models are also pictured for comparison.
April 15, 2025 at 5:25 PM
Ended up adding support for loading the unused maps in PC Billy. Most of them aren't super crazy, but hey it's something.
April 15, 2025 at 6:22 AM
Also found these today in Billy Hatcher PC in bm_stg01.gvm. No matching model unfortunately. The painted look, but different styling make me think it's from a mock up stage or maybe another Sega game.
April 14, 2025 at 10:03 PM
I swear it must seem like I conjure these up sometimes, but as I comb through the PC version of Billy Hatcher I just find more weird stuff over time. Apparently there's a whole unused set of egg item animals with a pig that wasn't used entirely.
April 14, 2025 at 8:29 PM
Area in question with the collision visible
April 14, 2025 at 8:54 AM
Probably known, but for whatever reason on Pirates Island, the collision under these two towers is for quicksand and you'll get a quicksand instadeath touching the steel structure there. I noticed this while implementing the collision viewing for OverEasy.
April 14, 2025 at 8:54 AM
Fun little factoid I found looking at the original Monster Hunter's models; Rathian at least seems to have a mesh specifically for a head cut, something afaik you can't do or see. The other cut segment you see inside is his detachable tail end at the origin.
March 12, 2025 at 10:10 PM
Decided for the hell of it to look at Monster Hunter 1's guts and get textures converting. There was a Noesis script I found, but it failed on unpaletted textures and 16 bit paletted textures so I fixed that. Will probably make it more user friendly before release.
March 7, 2025 at 9:48 AM
I corrected an issue with my Bluepoint model conversion for Demon's Souls and rewrote a bunch of janky things I did initially. Meshes are now split more properly and textures don't get mixed up now. Enjoy and happy Monster Hunting in a few hours! github.com/Shadowth117/...
February 28, 2025 at 1:48 AM
So if you force Sonic to race in Billy Hatcher, apparently he T-poses to victory.
February 24, 2025 at 6:43 AM
Here's some shots of an LOD of the starting overworld area that finally loaded in FBX Review.
February 11, 2025 at 6:03 AM
It's genuinely a bit tough to get good pictures since a lot of these end up so huge that previewing everything together just gets ridiculous in a typical model viewer (hence my option to split things up by model), but here's some Caelid shots.
February 11, 2025 at 5:46 AM
Haven't posted much in a while for this, but got enemy editing in and started getting models loading in for objects. Worked on a system for model loading along with that and it's going somewhere. All enemies load for now. Player characters partially load since they're in pieces.
February 4, 2025 at 5:30 AM
Added the option to convert the dummy nodes in Dark Souls / Elden Ring .flver models along with the rest of the model. You can use the 'attach' parenting (default), which might be more natural or the original parenting as seen in the 2nd screen.
t.co/uITKTOnToA
January 7, 2025 at 11:23 PM
Made a new release of Aqua Toolset that grabs filenames for POE 1 and 2 archives properly thanks to aianlinb's VisualGGPK2 repo. Figured someone must have done it, but had done everything up to now on my own since I didn't see anything at a glance.
github.com/Shadowth117/...
January 1, 2025 at 3:59 AM
Apparently my tool works for a lot of Path of Exile 1 stuff as well. It's not everything, there's some things they handle a bit different, but the archives unpack and there's a lot of models that use the same format. Animations seem to be the same as well.
Might add more proper support one day.
December 18, 2024 at 8:59 PM
Released my Path of Exile 2 archive extractor and model + animation conversion tool here:
github.com/Shadowth117/...

Not exhaustively tested, but probably works on most things.
December 18, 2024 at 7:11 AM
Can confirm it's the same deal for the remake.
December 16, 2024 at 11:08 PM
The same chimera boss model with the diffuse textures just to show it.
December 15, 2024 at 6:45 PM
Got skeletons and animations working for Path of Exile 2 stuff. Pretty much where I want it before I make it public, just wanna make a slightly more convenient interface for it and then I'll publish a GUI for it. Code is in the repo as is for now: github.com/Shadowth117/...
December 15, 2024 at 6:45 PM