(06-27-2022, 11:46 PM)Alvare Wrote: Just wanted to mention this quickly before you continue any further. Make sure you rip the CMB file directly from the tools I included, not converting/exporting them to dae.
Because if you do, you're gonna get inaccurate uv's with Cmbviewer's .dae exports. It's been known to me that in multiple occasions, it overshoots the bounding box. (f.e. in Ganondorf's Castle ganon_7_info, the round carpet)
Noted. I checked the ganon file you mentioned, and I see the UV seam bleeding. Using the Blender 2.79 CMB importer, I see that that bleeding issue isn't there, and the UVs are slightly different than the DAE exported ones I was using before.
But I already have an issue: Is there a reliable ZSI to CMB converter? I tried the method you mentioned in a previous post (use HxD to delete the ZSI header part, before the CMB part), but so far I've noticed this doesn't work for all the files.
I was able to import the CMB for the ganon_7_info OoT file using this method. But when I attempted to do this for MM's Termina Field "z2_00keikoku_0_info.zsi" file, the Blender 2.79 importer failed to load it, with a bunch of errors. Specifically:
Code:
UnicodeDecodeError: 'ascii' codec can't decode byte 0xd4 in position 8: ordinal not in range(128)
Oddly, I was able to import the other "Termina Field" models (z2_02keikoku_0_info.zsi, which appears to be a culled version used for cutscenes or something). Just not the main Termina Field file.
From the error, and also just looking at the file in HxD, the main Field map (z2_00keikoku_0_info.zsi) appears to be encoded differently. Beyond that, I don't know enough to move forward.
And I think this might be exactly why I just went with using "N3DSCmbViewer-026-unstable" because that's the only tool I was able to get to actually work, consistently. All my attempts at using other methods produced errors.
Quote:As for the Blender not importing vertex color alpha, I simply suggest doing the cmb import work with 2.79a build and then loading the saved file from another Blender to continue working on it from there.
This is really smart, thanks for the tip. My only issue is that I wasn't able to get the CMB importer to work consistently for all ZSI files I tried. If I can't import the Termina Field CMB, then I'm just kinda shit out of luck.
I just tried using the HxD method to convert a few more MM3D ZSI files to CMB, and about half of them won't load in Blender. Again, just looking at the files in HxD, they appear to be encoded differently.
For example, a file that looks like this seems to load fine:
Code:
cmb €k�
�������Z2_02keikoku_00�œ��L���@��x��à$��,'��¸J��äK��»��€È������skl ô����������ÿÿ��€?��€?��€?������������������������¦-¬â�����€?��€?��€?�������������XXÅ@¤°B*�¼AíPùÙ����€?��€?��€?������������������������%òH÷����€?��€?��€?������������������������DòH÷����€?��€?��€?��������������������
But files that look like this, won't load:
Code:
cmb €ó´%êò2_00keikokuÔ G�rzp�ëðº!ü�¿pm��„tô Úÿ��ÀÛ��`¤Ï�€™÷ëðsk'l x�w��¯#¢ã€?"7/?êñwU]á
Û�ëð$?Þý˜è;ñL¯#P?éòXXÅ@ÿ¤°B*�¼AíPùÙ2|?Þý%òH÷£?à?ëðD"Ë0Ï?OëðâË0ª|þ?Œ;�`SÄŸ0ñ©,OÞýøhH÷QSOOëðÙ{@ O„¼Oëð?{@Ê#°OÞýjǼr³ÿ�ÙO_�•E³_@_ëð¶Çê;§71_n_�»ÿQQåqtrs4üØä÷\*ÆEÿÄâB&ÆeÿFªrEGyïóEÿ²TêñmatsßÌ]��<Ø�ø·RŽU'&÷))êñš™™¿�¹R÷_ò_æõJ1d_èó8(o:oä÷ma¶Uð2~o„bMjÀ„ÈbÊêñ°©`À©bÙ�ÿ †©`€?º
I'm sure its possible to convert the encoding, but I have no idea how. I can tell that the patterns are different, but that's all I know. I don't know what to do next.