Ripping Mario Kart 7 track with correct UV maps? - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: Ripping Mario Kart 7 track with correct UV maps? (/thread-38424.html) |
Ripping Mario Kart 7 track with correct UV maps? - Tostiman - 12-29-2020 I am trying to rip the track Waluigi Pinball from Mario Kart 7 but I am running into an issue where (nearly) all the UV's are mapped wrongly. This is what the track is supposed to look like: And this is what it actually looks like in Blender: You can see in the UV editor that the correct texture is applied, it's just the UV that's wrong: Steps to reproduce: 1. extract MK7's romfs (don't remember what software I used) 2. open ExtractedRomFS\Course\Gds_WaluigiPinball.szs with Every File Explorer 3. export Gds_WaluigiPinball.bcmdl to a .dae 4. import the .dae file in Blender. I also tried exporting as .obj instead of .dae and using Switch Toolbox instead of EFE. So my question is: is there a way to rip the track with the correct UV maps, or a tool to automatically correct the UVs? I'd rather not do it all manually... RE: Ripping Mario Kart 7 track with correct UV maps? - fajnygosciu1234 - 12-30-2020 i think the textures should be mirrored RE: Ripping Mario Kart 7 track with correct UV maps? - Tostiman - 01-09-2021 (12-30-2020, 09:23 AM)fajnygosciu1234 Wrote: i think the textures should be mirrored Thanks for the suggestion but that did not work. |