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[N64] Banjo-Tooie Model texture Issues - 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: [N64] Banjo-Tooie Model texture Issues (/thread-43456.html) |
[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. |