06-04-2016, 11:13 PM
06-04-2016, 11:14 PM
(06-04-2016, 04:00 PM)nobody231 Wrote: [ -> ](06-03-2016, 11:38 PM)Kawasuzu Wrote: [ -> ]There's two programs important for ripping contents out of Sonic Runners: PVRTexTool, Texture Remix, and Unity Studio.
I use Unity Studio to extract the models, then PVRTexTool to convert the textures to png, then I use Texture Remix to separate the specular map from the main texture.
Unity Studio doesn't show models for me. All that shows up are the textures, and the shaders for the outlines. I have no idea what I'm doing wrong, since I downloaded the latest release of Unity Studio from GitHub.
I think/hope that this should help.
https://www.youtube.com/watch?v=Y7QXVfFLCmo
06-04-2016, 11:29 PM
(06-04-2016, 11:14 PM)Yarcaz Wrote: [ -> ]I think/hope that this should help.
https://www.youtube.com/watch?v=Y7QXVfFLCmo
May help, but Blender doesn't support ASCII FBX files, so I have to waste time on conversions.
EDIT: The FBX was blank. Didn't help.
Double EDIT: Welp. I'm stupid
I selected the entire UnityCache folder, and found the Model archives.
06-05-2016, 04:29 AM
All the ui models are blank.
For player sprite preview, filter wity ui_tex_player
The 3 first letter after player are the id of the name of the player.
For player sprite preview, filter wity ui_tex_player
The 3 first letter after player are the id of the name of the player.
06-05-2016, 06:03 AM
The game won't be closing until July it seems, so we have time. But I will say that if everyone can try bone-rigging them as well, that would be perfect.
06-05-2016, 10:03 AM
I have also backup the game and data (Titanium Backup) : https://onedrive.live.com/redir?resid=28...=folder%2c
But I don't think that is very useful since we have already the data.
And I have found Sonic Runners scripts (Player,Boss,Chao...) :[attachment=6705]
And there a thing which shocks me : SONIC TEAM USE PLAYMAKER (VISUAL PROGRAMMATION !!!) They do not know how to program in C# using Unity properties ! Big optimization problem.
But I don't think that is very useful since we have already the data.
And I have found Sonic Runners scripts (Player,Boss,Chao...) :[attachment=6705]
And there a thing which shocks me : SONIC TEAM USE PLAYMAKER (VISUAL PROGRAMMATION !!!) They do not know how to program in C# using Unity properties ! Big optimization problem.
06-05-2016, 12:45 PM
(06-04-2016, 11:13 PM)Carpaccio Wrote: [ -> ]Can anyone get the Merlina and Dark Queen partners?
I have both of them, under separate save files, so I'll try to do it.
(06-04-2016, 11:14 PM)Yarcaz Wrote: [ -> ]I think/hope that this should help.welp video is down
https://www.youtube.com/watch?v=Y7QXVfFLCmo
How do we get the specular maps?
06-05-2016, 12:49 PM
Sonic Runners doesn't have any specular maps at all.
06-05-2016, 12:58 PM
(06-05-2016, 12:49 PM)Kawasuzu Wrote: [ -> ]Sonic Runners doesn't have any specular maps at all.Isn't it built into the alpha channel of the diffuse textures?
06-05-2016, 01:14 PM
06-05-2016, 01:16 PM
(06-05-2016, 12:49 PM)Kawasuzu Wrote: [ -> ]Sonic Runners doesn't have any specular maps at all.
Could've sworn I saw some people add specular maps to their rips. Wonder why...
Anyways, on Sticks, where would I apply the chr_cmn_metal_e1 texture?
(06-05-2016, 01:14 PM)Monochrome Wrote: [ -> ](06-05-2016, 12:58 PM)Random Talking Bush Wrote: [ -> ](06-05-2016, 12:49 PM)Kawasuzu Wrote: [ -> ]Sonic Runners doesn't have any specular maps at all.Isn't it built into the alpha channel of the diffuse textures?
That's not how specular maps work so no.
Smash uses specular maps that way, and so does Kirby: Planet Robobot. Tried that method with Sonic Runners, and got weird stuff. So did you mean that they don't work that way in this game?
Anyway, didn't know you joined this site.
06-05-2016, 01:29 PM
(06-05-2016, 01:16 PM)nobody231 Wrote: [ -> ](06-05-2016, 12:49 PM)Kawasuzu Wrote: [ -> ]Sonic Runners doesn't have any specular maps at all.
Could've sworn I saw some people add specular maps to their rips. Wonder why...
Anyways, on Sticks, where would I apply the chr_cmn_metal_e1 texture?
(06-05-2016, 01:14 PM)Monochrome Wrote: [ -> ](06-05-2016, 12:58 PM)Random Talking Bush Wrote: [ -> ]Isn't it built into the alpha channel of the diffuse textures?
That's not how specular maps work so no.
Smash uses specular maps that way, and so does Kirby: Planet Robobot. Tried that method with Sonic Runners, and got weird stuff. So did you mean that they don't work that way in this game?
Anyway, didn't know you joined this site.
Those are different texture formats, Sonic Runners just doesn't have specular maps, it happens, and the e1 textures go on the metal parts of her outfit like the ring on her arm
06-05-2016, 02:00 PM
(06-05-2016, 01:29 PM)Monochrome Wrote: [ -> ]Those are different texture formats, Sonic Runners just doesn't have specular maps, it happens, and the e1 textures go on the metal parts of her outfit like the ring on her arm
Okay, I guess I have to assign parts to a custom e1 material...
06-05-2016, 02:02 PM
The e1 material is already there. You just need PVRTexTool to convert it to png.
06-05-2016, 02:12 PM
(06-05-2016, 02:02 PM)Kawasuzu Wrote: [ -> ]The e1 material is already there. You just need PVRTexTool to convert it to png.
No, I mean the 3D material... Not the texture. You know, material as in holds all the custom shading settings, and the textures.