Users browsing this thread: 3 Guest(s)
Help ripping Xenoblade 1 (Wii) Maps
#1
Question 
Hello, I am trying to rip map models from the original Wii version of Xenoblade Chronicles 1. That game's map models are BRRES', being recognized as such by BrawlCrate, but they have the extension .map when extracted. There's some info on how to extract them on these pages, but I can explain them in better detail if you guys want:
https://tcrf.net/Notes:Xenoblade_Chronic...ting_tools
https://www.vg-resource.com/thread-19877.html

The problem is that when I extract these models, the UV maps appear to be very messed up. For example, Colony 9 looks like this:
[Image: unknown.png]
As you may be able to notice, while the area isn't totally unrecognizable, the UV mapping on a lot of the geometry appears very scuffed. For example, the paths in Colony 9 are meant to look like this:
[Image: unknown.png]
The person in this video was using an HD texture pack, but this image is meant to show the correct state of the model's UV mapping, not the textures themselves. Notice how here, the path texture is properly repeated along the path's geometry. Also notice how the textures on the walls are a lot less stretched out.

To help get a sense of what exactly is the problem here, here is the path mesh's current UV map, projected onto the texture it uses:
[Image: unknown.png]

Things I've already tried:
-Importing the extracted DAE into Blender instead of 3DS Max (produced same problem)
-Ripping another model (Makna Forest had similar UV mapping issues

How can I fix these issues? I'd really like to rip these models for personal use. Help!
Reply
Thanked by:


Messages In This Thread
Help ripping Xenoblade 1 (Wii) Maps - by Untitled-1 - 02-19-2021, 07:51 PM

Forum Jump: