I've ported the SMC import script to Blender 2.8
Note that the port is not complete, I've only tested it with Leon's body, so all the format features that weren't used in this particular SMC file have not been updated. Please send me a file if you encounter some problems and need an update.
It only has RE2 in the game list, also I have disabled obj export since it takes lot of time. It exports smc, which you can import into Blender with the provided script. Only tested on Blender 2.49. All of the LODs will be exported. Ones starting with "s_00" are the best quality ones, delete the rest if you want. Textures are exported too, as dds.
The program worked fine with couple of files I have tested, let me know if you see any problems. Just nothing related to Blender import/export.
Do you know who wrote this import script so I can put his name as author of the script ?
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zaramot wrote:Here's "alpha" maxscript and Noesis plugin for RE2 R, if anyone want to test it out. Skinned meshes should work, static partially xD Don't have a lot of samples. It's for those of you who prefer using 3ds max instead of something else
Hi, thank you very much for your Max script, works perfectly but i want ask a thing if is possible, i noticed, along the .mesh file, there is a Mat file, where are stored all the textures informations with their correct path, any chance editing your script in a way that can read this file to get the model imported with the textures? It will save a lot of works for sceneries. Thank you in advance.
Fil
zaramot wrote:Hey! I think it's possible, can't tell for sure, like 100%. First I need to take a look at those .mtl files. But should be possible
oh, wow! Would be great! If you need some files to check, i have all extracted, so i can give you what you need, for example here there is the .mat file regarding the Police Hall:
Hey guys, i was wondering if anyone of you know more about the material/shading system they use? I managed to locate albedo, normals and occlusion textures, but haven't seen anything that resembles the metallic or roughness yet.
Highflex wrote:Hey guys, i was wondering if anyone of you know more about the material/shading system they use? I managed to locate albedo, normals and occlusion textures, but haven't seen anything that resembles the metallic or roughness yet.
hi, with .mes.mesh comes a .mat or .mdf file, open it with notepad + or an hex editor, you will see all the materials used for that model.
These are a few lines i copied from a file i mentioned: hope this helps
G u n _ M a t M a s t e r M a t e r i a l / M a s t e r / W e a p o n _ D e f a u l t . m m t r p l 0 0 0 0 _ B o d y _ M a t M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r p l 0 0 0 0 _ C l o t h _ M a t M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r p l 0 0 0 0 _ I t e m _ M a t M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r p l 0 0 0 0 _ S l e e v e _ M a t M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r p l 0 0 0 0 _ S l i n g _ M a t M a s t e r M a t e r i a l / M a s t e r / R e c o r d _ P l a y e r . m m t r p l 0 0 0 0 _ p a n e l _ M a t M a s t e r M a t e r i a l / M a s t e r / E n v _ E m i s s i v e . m m t r B a s e M e t a l M a p S e c t i o n R o o t / C h a r a c t e r / W e a p o n / w p 0 0 0 0 / w p 0 0 0 0 _ v p 7 0 _ A L B M . t e x N o r m a l R o u g h n e s s M a p S e c t i o n R o o t / C h a r a c t e r / W e a p o n / w p 0 0 0 0 / w p 0 0 0 0 _ v p 7 0 _ N R M R . t e x A l p h a T r a n s l u c e n t O c c l u s i o n S S S M a p s y s t e m s / r e n d e r i n g / N u l l A T O S . t e x H e a t _ M a s k s y s t e m s / r e n d e r i n g / N u l l W h i t e . t e x B l o o d T e x t u r e s y s t e m s / r e n d e r i n g / N u l l N o r m a l R o u g h n e s s . t e x D e t a i l M a p M a s t e r M a t e r i a l / T e x t u r e s / N u l l D e t a i l . t e x D e t a i l M a s k M a p s y s t e m s / r e n d e r i n g / N u l l W h i t e . t e x B a s e M e t a l M a p S e c t i o n R o o t / C h a r a c t e r / P l a y e r / p l 0 0 0 0 / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y _ A L B M . t e x N o r m a l R o u g h n e s s M a p S e c t i o n R o o t / C h a r a c t e r / P l a y e r / p l 0 0 0 0 / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y _ N R M R . t e x A l p h a T r a n s l u c e n t O c c l u s i o n S S S M a p S e c t i o n R o o t / C h a r a c t e r / P l a y e r / p l 0 0 0 0 / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y _ A T O S . t e x R e c _ R T T V F X / R e c o r d S y s t e m / R e c o r d T e x t u r e / p l 0 0 0 0 / p l 0 0 0 0 _ b o d y . r t e x R e c _ F I X V F X / R e c o r d S y s t e m / R e c o r d T e x t u r e / B a s e T e x t u r e s / n u l l _ b l a c k _ M S K 4 . t e x R e c _ P r o t e c t V F X / R e c o r d S y s t e m / R e c o r d T e x t u r e / B a s e T e x t u r e s / n u l l _ b l a c k _ M S K 4 . t e x R e c _ R a i n _ W a t e r R i p l e R E _ E N G I N E _ L I B R A R Y / V F X _ L i b r a r y / T e x t u r e / T E X _ V e c t o r / t e x _ c a p c o m _ v e c t o r _ w a t e r _ 0 0 1 1 _ A r r a y _ N R M R . t e x R e c _ R a i n _ W e t M a s k V F X / T e x t u r e / T E X _ C h a r a c t e r / T E X _ p l 0 0 0 0 / t e x _ 0 0 0 2 _ p l 0 0 0 0 _ w e t m a s k _ 0 0 0 0 _ M S K 1 . t e x R e c _ I n j u r y _ B a s e M a p V F X / R e c
Highflex wrote:Hey guys, i was wondering if anyone of you know more about the material/shading system they use? I managed to locate albedo, normals and occlusion textures, but haven't seen anything that resembles the metallic or roughness yet.
(Note I removed full path in this particular dump, those texture names have paths in the material file)
BaseMetalMap has the albedo/diffuse with an alpha channel that contains the specular/metal mask, ATOS indeed contains an opacity mask (since the albedo's alpha is used for the spec), along with Occlusion (as hinted from its name) and I believe SSS = Sub Surface Scattering.