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[N64] Banjo-Tooie Model texture Issues - Printable Version

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[N64] Banjo-Tooie Model texture Issues - EmeraldDragonDude - 03-12-2025

Hi y'all, I've recently been trying to tackle Banjo-Tooie model ripping. I've been having issues getting the models' textures formatted in such a way that can be exported from blender as submission-acceptable formats- this includes vertex-colors, shading, and certain textures, especially in the case of transparent ones.

Currently, I'm planning to do the High-Poly models for Solo Banjo, Solo Kazooie, Mumbo Jumbo, Solo Dragon Kazooie, and also the paired-up versions of Banjo & Kazooie with and without teh dragon transformation.

I've managed to isolate the models, and with the original .blend file I have that gave me the scenes from GLide, but the textures do not export properly in .obj, .dae, or .fbx formats.

Here's a picture of Banjo pre-export:
   

After the export of specifically an .OBJ file, I imported it into a new Blender project and got this:
   


There's also the difference between textures between pre- and post-export, respectively, when seen in "Shaders":
   
   


RE: [N64] Banjo-Tooie Model texture Issues - Boxy - 03-16-2025

You probably need to simplify the shader setup before exporting. Try only using the diffuse texture and it should work. You can always include a .txt explanation or a screenshot of the shader setup in the submission to tell people how to use it.

Obj doesn't support vertex colors generally. You can bake vertex colors to a texture, if needed. But dae/fbx should store the vertex colors fine. You might need to enable them after re-import to see them.