(12-13-2022, 06:39 PM)FreohrWeohnataKausta Wrote: Ripping i cannot help since i just take the stuff from the MEGA drive. but for Applying textures, it's a tad more complicated but simpler than it seems. If the textures you ripped are in the DDS or BNTX format, you'll have to convert them into a useable one like PNG. (both my tutorials go over how to do it) and if the textures were exported correctly with the names, then ALB is albedo, AO is Ambient Occlusion, MTL is metalness or metallic (same thing), NRM is normal, RGN is roughness, and LYM is layermask.
MTL, AO, NRM, and RGN are to be Non-color, and LYM needs the alpha (underneath color space) set to Channel Packed.
(likely because they use vertex shapes/shape keys, and since the importer can't convert them yet, it'll just get devoured.)
Awesome, thanks. Any idea about EMV? I thought it might be emission, but it just seemed to make the bag look like LEDs.
Here's one of the EMVs, and this is what I ended up with while I was dinking around with textures.
Granted, turned up Emission a bit beyond 1 just to mess with the effect when I saw what it did, but. Yeah. :v This does not replicate game texture, lol.
There's also MSK, which is roughly similar to the AOs in appearance, but I couldn't figure much how to utilize these, either.
( Ahh, okay. I'll just pull them through Maya since frankly, I have no idea how to script for this, I usually pull from Unity. Recently figured out pulling from Fire Emblem's absolute chaotic hellhole, Pokemon is still a mystery to me. Maybe one day. Power to people who are good at this though. )
edit: Figured out the MSK ... on the mixrgb, plugged into fac. Brilliant.