06-02-2016, 09:27 PM
(This post was last modified: 06-02-2016, 09:29 PM by Guy.
Edit Reason: typos!
)
Alrighty, that was a bit of a chore
- got the .bin files, wouldn't open with brawl box, opened in hex edit, deleted the data at the start up to where it says "bres" in the file.
- renamed file to .brres, it opened just fine in brawl box, but no textures, so i exported the model to .dae, UV channels were in tact
- opened same file in brres viewer, exported textures (Because the textures on The Textures Resource don't have transparency for some reason...)
- Imported .dae into blender, applied textures, the uv channels RTB mentioned in 3DS Max can be found in Blender in the Object tab under "UV Maps"
- Tinkered a bit with the textures, put it all together and it seems to be a pretty solid now.
I'll do a much better/thorough explanation tomorrow, with pictures to follow along with as well.
Also, the animating faces with UV offsetting I mentioned earlier:
- got the .bin files, wouldn't open with brawl box, opened in hex edit, deleted the data at the start up to where it says "bres" in the file.
- renamed file to .brres, it opened just fine in brawl box, but no textures, so i exported the model to .dae, UV channels were in tact
- opened same file in brres viewer, exported textures (Because the textures on The Textures Resource don't have transparency for some reason...)
- Imported .dae into blender, applied textures, the uv channels RTB mentioned in 3DS Max can be found in Blender in the Object tab under "UV Maps"
- Tinkered a bit with the textures, put it all together and it seems to be a pretty solid now.
I'll do a much better/thorough explanation tomorrow, with pictures to follow along with as well.
Also, the animating faces with UV offsetting I mentioned earlier: