Ok so
SCRIPT UPDATED
-New semantics added (tangents, secondary, 3rd UV channels, colors)
-A few fixes on models not loading
-
Preliminary texture support, you can now load the bctex directly in Noesis. I only added the BC5 and DXT5 types for now, if you encounter more report it here or on the git repo and I'll add them.
09williamsad wrote: ↑Fri Oct 08, 2021 7:50 pm
Thank you for the Noesis script.
I ran it in batch on all the MMDL models to see the results.
Out of 8333 models, only 182 did not convert, list attached.
Cool thanks, some of them may have been fixed by M-1's last additions. I'd suggest giving another try with the latest version, I'll check the remaining non working files.
Enderfacio wrote: ↑Fri Oct 08, 2021 9:45 pm
First of all, thank you so much for the help!!!!! but I have a problem with the plugin, this error message show up:
Np, glad you like it . This happened because you saved the html page instead of the actual script.
kees wrote: ↑Sat Oct 09, 2021 1:30 am
we got an issue with the mapping of the materials. i dont know how your script works joshka but there are more than 1 material assigned to a mesh. i assigned the body texture and noticed the shoulders were off. i overlayed the UVmap over the head one for the shoulders. and it seems to fit right. when earlier tried the varia suit i noticed some funkyness with the textures in some places being off. could this be the culpred?
in the meantime im gonna collect all the textures base ones i can and make a zip file to put in here and report an issue on the github.
***edit*** here is the link with the file. it should have the material ajusted for it (only included the ones i showed the issue with to keep size down and it shows enough anyway). not sure if it will be any help but here it is. also ill refrain from sending it on the github since i see youre still updating it so im not posting issues when youre already at it probably fixing it
https://www.filemail.com/d/rrrbaphcweqbjyz
***edit2*** the new script for noesis works good and the vertex colors are getting picked up so! the only thing is that material issue but i know that happend right before i posted that.
The meshes are put together based on their original names, I didn't try to assign textures so far but it
should work correctly. Enderfacio managed to get it right it seems.
Enderfacio wrote: ↑Sat Oct 09, 2021 3:19 am
The textures you shared worked fine. The body used one and the head, arms and shoulders used the other. The only one missing is the arm cannon
The way this game assigns materials is based on paths but most of them are hashed, so auto texture assignment is going to be tricky. What I'll be able to do at least is to dump the names of textures supposed to be assigned to each mesh, but then the user would have to find it manually. I'll see what I can do for this, barely looked into the material/meshes relation tbh
rdaugherty3 wrote: ↑Sat Oct 09, 2021 7:36 am
Very cool. With the .bctex files, are there any r/g/b channel swaps or inverts necessary after using rawtex? I seem to be getting overly blue .dds image output from rawtex. I've tried both the original and v2 bms scripts, but the result is the same. Looking at powerbody and powerhead textures shared above for example, I'm not getting the red in the breastplate.
I don't often deal with texture encoding, so I'm just curious what's happening here. Or if maybe there are some in-between steps I'm not understanding. I'm getting the normals output in good shape though.
Lastly, the powerbody_bc in the sample texture download looks more like my powerbody_at. What's up with that? Do the two textures need to be combined somehow? My powerbody_bc is mostly blank with green accents.
In Noesis you can press the cycle blend button to make the diffuse texture appear "correctly", it's the second one on your screen. As for how the to get it right on Blender I think you just need to ignore the alpha channel or something like this.