Maximmum wrote:Could somebody explain to me how exactly does this new option option works(the one where you can choose DDS or PNG), it can import meshes with textures already applied on it right? If so how can i do that? I already tried to put d3dtx files in the same folder as the .ms script, but it didn't applied textures automatically on mesh, then i tried to put all meshes, skl and d3dtx files in the folder where .ms file is located and it didn't worked out too!
P:S Also if i understand it all wrong, and i need to apply textures myself, i have one problem with it now, with the very new TTG games came out, there is that new texture files all models have now which looks something like that
sometexturename_microdetail_mask,
sometexturename_microdetail_spec,
sometexturename_anisotropymask,
sometexturename_anisotropytangent
and also some face textures called
sometexturename_headwrinkle_nm,
sometexturename_headwrinklea_mask,
sometexturename_headwrinkleb_mask.
So what i'm asking is, how do i apply them on basic textures? or on model? (but applying on textures will be better for porting purposes though, for which i actually need it)
And i really need to apply them, cuz textures looks different from ingame if you don't apply these ones on them!
PP:S Just if you curious, i am extracting Batman: The Enemy Within meshes (currently it's Harley, but i'm also planning to export all other Pact members(including goons) some items, and The Pact subway lair)
Sure, I'll explain things a bit.
Basically, the changes made were to match a few of my other scripts a bit more. Let's just say you were importing Max's model from Sam & Max, and the folder it's in is as follows (doesn't need to be the same as the MaxScript):
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C:\Models\Sam & Max S1\E1\sk22_max.d3dmesh
With the new menu options, this is where it'll look for the textures for that:
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DDS / Relative = C:\Models\Sam & Max S1\E1\sk22_max.dds
DDS / Textures = C:\Models\Sam & Max S1\E1\Textures\sk22_max.dds
PNG / Relative = C:\Models\Sam & Max S1\E1\sk22_max.png
PNG / Textures = C:\Models\Sam & Max S1\E1\Textures\sk22_max.png
The DDS / Textures combination is how it worked before the recent update. But yeah, there isn't a way to directly read D3DTX files, so you'll still need to convert those with either Telltale Explorer, or TTArchExt and one of my QuickBMS scripts. That being said, here's all of the games that
don't work with automatically applying textures (I'll probably add some kinda note for 'em in a later update):
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Batman: The Telltale Series
Batman: The Enemy Within (Season 2)
Marvel's Guardians of the Galaxy
Minecraft: Story Mode
Minecraft: Story Mode Season 2
Tales from the Borderlands
The Walking Dead: Season 2
The Walking Dead: A New Frontier (Season 3)
The Walking Dead: Michonne
The Wolf Among Us
(And basically any other new Telltale game that is released)
As for all of the additional texture types, unfortunately I haven't done too much in the way of model renders or shaders so I can't say for sure what would be the proper way to apply them to the model.