05-11-2016, 08:20 PM
(This post was last modified: 05-16-2016, 01:01 PM by Jinzo-Advance.)
(05-11-2016, 02:54 PM)Knoskoloz Wrote:(05-10-2016, 11:35 AM)Jinzo-Advance Wrote:Oh worked with the Xenoblade 1 stuff as well some models used some kind of uv map mirroring so the textures looked quite odd if exported. A bit annoying but doable.(05-08-2016, 04:00 AM)Knoskoloz Wrote: Thanks
Do you have an idea about the texture format and/or uvmapping? Retexturing the weapon with screenshots worked suprisingly well. Still getting the original textures would be kinda nice for future projects. So far I couldn't make sense of the mtx textures.
Off the bat, no. But I did noticed something about the UV maps in Wii game when I was ripping the Monados. If you haven't gotten them, I posted a collection of them at the bottom of the page in 3 sets.
http://www.vg-resource.com/thread-29107.html
Basically, the UV maps and textures didn't line up originally. I pretty much made the texture a bit more symmetrical to fix that. By the way, what other models do you plan from Xenoblade X?
It's possible to get xbx textures with cemus texture dump. Since that emulator is early beta you can't really get far but it's already quite usefull.
I mirrored the textures in Gimp. Assign hotkeys for pasting as a new layer, and flipping an image vertically and horizontally is a useful feature. Anyway, I'm guessing the parts that can be used to make a character that looks something like this Disney villian are out of the question because the Wrothian parts aren't available until later in the game:
http://disney.wikia.com/wiki/Mirage_(Aladdin)
It also requires the golden swim wear arm parts. Superior swim bands, I think they were called. One key difference between them and the other swim bands is that they have the parts up higher as well.