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Blender Add-On for optimal import of my Mario Kart 8 rips - Printable Version

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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.



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 Big Grin . 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 Smile 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.

OK Smile Do you know know how to manually apply these maps to the model in Blender or 3DS Max?

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.

OK Smile Do you know know how to manually apply these maps to the model in Blender or 3DS Max?

See this : http://wiki.polycount.com/wiki/Ambient_occlusion_map

Thanks, it's really helpful Smile But what I actually want is how to apply those ambient occlusion maps from the characters' files into to the models in 3DS Max Tongue


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).