21-02-24, 16:45 | #81 | |
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21-02-24, 17:17 | #82 | |
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21-02-24, 17:53 | #83 | |
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I downloaded it too, looks good
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If you are using a model you imported with earlier script, leave it. Import with the new import script. It's probably because normals are wrong. Which outfit are you trying, there's some unknown data in Catsuit & Wetsuit. If those, the issue might be because of the unknown data. Last edited by MuruCoder; 21-02-24 at 17:56. |
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21-02-24, 18:00 | #84 |
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I tried to modify the catsuit version of Lara. There were some odd geometry going on, I hope it's visible in this screencap. i(.)imgur(.)com/FCyg3fd.jpeg Remove the parenthesis.
Last edited by MaRaider; 21-02-24 at 18:18. Reason: Link get censored, not sure why. |
21-02-24, 18:43 | #85 |
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21-02-24, 18:44 | #86 |
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Materials/Textures and UVMaps
As explained in the format information, we know how many materials are used and their IDs. These IDs seem to correspond to the filenames in TEX folders. Blender can open DDS but these seem to be a newer edition of DDS so currently doesn't work. In later versions of Blender it might be possible. For now you'll have to resort to other tools for converting DDS into images you can work with or vice versa. Check out this thread or MaRaider' suggestions.
Anyway, my scripts keep track of these IDs as materials names. While the object is selected, click the red checkered looking sphere button to open Materials panel. In EDIT MODE you can Select/Deselect vertices assigned to a material with the buttons or Assign them to another. In the example image belt & boots are selected using the Select button. You should be able to add/remove materials safely. Just make sure you have at least 1 and all your vertices are assigned to a material. Material names start with the number of the corresponding DDS file and then an underscore. You can change what comes after the underscore but Number + Underscore part must remain for the scripts to handle them. Materials are given a random color on import but don't bother with their properties like color or roughness. None of it gets imported or exported. They are basically placeholders to tell the script which IDs it should export into the TRM file. If you need to modify UV coordinates, find the DDS of the same number in TEX folder, convert with your method of choice into JPG then assign it to the Blender Material. Then work your magic in the UV Editor. In the Object Data panel under UV Maps tab there should be 1 UVMap. Normally you can have multiple uvmaps and their names can be changed, but my scripts need there to be only 1. When merging multiple meshes, make sure all of them has the same name for the uvmap. Otherwise you can end up with an object that has multiple uvmap layers and this can cause trouble while exporting. And last but not least, make sure your UV corrdinates are within the texture bounds. Values should be in 0.0-1.0 range inclusively. Even 1 vertex coordinate out of image area will halt the script. Happy modding Last edited by MuruCoder; 25-02-24 at 06:39. |
21-02-24, 19:02 | #87 | ||
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I think scaling down and scaling up should be they way to go, because objects aren't ridiculously large and they are easier to see immediately after importing. |
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21-02-24, 19:09 | #88 |
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Which model you downloaded, can you send me a link?
I agree but I fear newcomers might have a lot sizing issues and confusion because of this. I also intend to post the Apply > All Transforms method to keep everyone on the same page. |
21-02-24, 19:19 | #89 |
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21-02-24, 20:09 | #90 | |
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Maybe I'm just ignorant.. Like even if you create completely new model, it would be scaled up in the export, it should be the right size in the game and when you import it back. 🤔 Anyway I'll keep using and updating my custom script until some sort of sensible solution is found. |
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