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Blender Add-On for optimal import of my Mario Kart 8 rips - Printable Version +- The VG Resource (https://archive.vg-resource.com) +-- Forum: The Resources (https://archive.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://archive.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://archive.vg-resource.com/forum-119.html) +---- Thread: Blender Add-On for optimal import of my Mario Kart 8 rips (/thread-27961.html) Pages:
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Blender Add-On for optimal import of my Mario Kart 8 rips - Ray Koopa - 10-08-2015 This add-on optimizes all my Mario Kart 8 model rips to be perfectly displayed in Blender. [spoiler='The Problem - or: "Why do I need this add-on?"'] OBJ/MTL or DAE imports are not perfect when importing them into Blender. I could fix it, but that would break the files in some other stupid programs. So I kept it at a compatible, but more ugly minimum. Specifically, OBJ/MTL imports have separate texture slots for alpha and color, resulting in a dirty border on alpha-transparent textures. Also, some textures are mapped incorrectly (mostly it's normal to diffuse slots for shaded objects like water). Just look at these horrible gray borders around leafs and the weird water normal texture: ![]() My script fixes all this, and after importing the OBJ or DAE files with it, applying all the additional effects of normal, specular and emissive maps, it looks like this: ![]() No more g( r )ay borders on the leafs, detailled sand and stone patterns and additional effects as soon as you render. Of course, the water turned transparent; but that's correct, as it's shaded in-game and the normal map is surely wrong as a diffuse texture! [/spoiler] [spoiler='Installation / Updating'] The add-on is installed in a typical Blender way. This means:
[spoiler='Usage']
[/spoiler] [spoiler='Advanced Import Options'] There are also some interesting options in the import dialog, but you don't normally have to touch them: ![]()
[spoiler='Additional Notes']
[spoiler='Changelog']
RE: Blender Script to optimize my Mario Kart 8 rips - iyenal - 10-30-2015 @Ray Koopa Can you upload some _Add, *_Alp, *_Trm and *_Mtl textures please, I want to know what is the texture map type for upgrading your very good script . Thanks !
RE: Blender Script to optimize my Mario Kart 8 rips - Ray Koopa - 10-30-2015 They are all included with the download, just not used by the script. Not every texture has it. RE: Blender Script to optimize my Mario Kart 8 rips - TM67 - 11-15-2015 Are the textures named with "bake" (bake_CHARACTERNAME_g00_b00_f00, for example) in the characters' textures the emmisive textures? Aren't they Ambient Oclussion maps? RE: Blender Script to optimize my Mario Kart 8 rips - Ray Koopa - 11-15-2015 Yes, but their map isn't included in my model rips. RE: Blender Script to optimize my Mario Kart 8 rips - TM67 - 11-15-2015 (11-15-2015, 01:33 PM)Ray Koopa Wrote: Yes, but their map isn't included in my model rips. OK Do you know know how to manually apply these maps to the model in Blender or 3DS Max?
RE: Blender Script to optimize my Mario Kart 8 rips - iyenal - 11-21-2015 (11-15-2015, 03:01 PM)TM67 Wrote:(11-15-2015, 01:33 PM)Ray Koopa Wrote: Yes, but their map isn't included in my model rips. See this : http://wiki.polycount.com/wiki/Ambient_occlusion_map RE: Blender Script to optimize my Mario Kart 8 rips - TM67 - 11-21-2015 (11-21-2015, 06:26 AM)iyenal Wrote:(11-15-2015, 03:01 PM)TM67 Wrote:(11-15-2015, 01:33 PM)Ray Koopa Wrote: Yes, but their map isn't included in my model rips. Thanks, it's really helpful But what I actually want is how to apply those ambient occlusion maps from the characters' files into to the models in 3DS Max
RE: Blender Script to optimize my Mario Kart 8 rips - Yarcaz - 11-26-2015 will the script work if one was to rip the mii costumes from mario kart 8? RE: Blender Script to optimize my Mario Kart 8 rips - Ray Koopa - 11-26-2015 No, it does not rip data, just optimizes my existing rips. RE: Blender Script to optimize my Mario Kart 8 rips - iyenal - 04-24-2016 Your script work with default Blender Render or Cycles ? RE: Blender Script to optimize my Mario Kart 8 rips - Jinzo-Advance - 04-24-2016 I don't know about the other files, but I think MTL files are lists. If you have Notepad++ installed on your PC, try opening one with it. Edit: Here, I'll show you what one looks like in Notepad++ if you think it will help. If you have other MTL files, try taking a look at them in Notepad++ if you think it might help you understand them better. RE: Blender Script to optimize my Mario Kart 8 rips - iyenal - 04-25-2016 Yes MTL files are lists, DAE also (ASCII, not binary as in FBX) where textures coordinates (UV) and textures files directories are stored. But MTL can't store normal and specular maps. RE: Blender Script to optimize my Mario Kart 8 rips - iyenal - 04-25-2016 It don't work with Blender 2.77, the console tell me Optimizing "texture" but after no textures is imported, including diffuse. RE: Blender Script to optimize my Mario Kart 8 rips - Ray Koopa - 05-16-2016 Did it throw an error? If so, can you give me the Python exception? Otherwise, the OBJ / DAE file just has to lie in the same folder as the textures. You also need write access to that folder as I dumbly have to save a new blend file to make paths relative. (My god, this was one of my first scripts. Maybe I should write it a little better next time). |