02-01-2024, 02:20 AM
(01-30-2024, 04:43 PM)jenna1222 Wrote: How do I turn on Material View?
The icon to the right of the solid sphere in the little bar towards the right hand corner. It's highlighted in the following image.
[RELEASE] GLideN64 Scene Ripper
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02-01-2024, 02:20 AM
(01-30-2024, 04:43 PM)jenna1222 Wrote: How do I turn on Material View? The icon to the right of the solid sphere in the little bar towards the right hand corner. It's highlighted in the following image.
02-12-2024, 03:35 PM
I still don't see the environment color...
It's been over a year since the last release. I've managed to make a few improvements to the ripper, so until Luctaris comes back I guess I'll make an unofficial release to share with everybody.
Changes • Blender shaders emulate the N64 more closely. • More correct texture mapping. • Fog. • Simplified import options. To use it you'll need new versions of the ripping plugin and the import addon, a specific version of RMG, and Blender 3.5+. It is not compatible with existing .glr files, sorry. Read the Tutorial for complete instructions. Thanked by: Raccoon Sam, Luctaris
05-08-2024, 08:42 PM
(This post was last modified: 05-08-2024, 08:43 PM by dorsthedors997.)
when i use rmg, the Generate scene rip textures` option is not there, can you help me?
05-09-2024, 12:04 AM
How did you do that?
07-20-2024, 09:39 AM
I have not been actively developing this for over a year now. As a result, I have archived my repo and officially handing over development to @scurest or any other developer that wants to improve upon my initial work.
I will update the links on first post here to reflect these changes.
09-22-2024, 01:37 PM
(This post was last modified: 09-22-2024, 01:38 PM by MrElephant.
Edit Reason: changed should* to shouldn't
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(11-04-2023, 10:47 PM)nailuj843 Wrote:(06-23-2023, 07:08 PM)Luctaris Wrote:(06-23-2023, 01:26 AM)vod1003 Wrote: Thank you for this amazing tool. Any tips for exporting from Blender to programs like Unity or Maya? The textures don't seem to embed when exported as fbx. Can you confirm where we are supposed to add in this piece of code? Without it, textures are not applied when exported. Are we supposed to add it to import_glr.py, or run it from the "scripting" section in blender. This shouldn't be possible, as it generates an error " - 'material' object has no attribute 'texture_slots' (09-22-2024, 01:37 PM)MrElephant Wrote: Can you confirm where we are supposed to add in this piece of code? Without it, textures are not applied when exported. I think that code is for Blender 2.79. Instead, you can use this script to modify the shaders for export (tested in Blender 3.6). Put that script in the Text editor, select the objects you want to change, then hit the Run script button. Then you can export like normal. Note that it only preserves a single texture as the diffuse texture, which is highly lossy. How much it damages the appearance will depend on the game. Also note that the script should work for practically any material, not just ones from GLideN64 Scene Ripper, but if there are multiple textures it might not pick the best one as the "diffuse" texture.
09-22-2024, 03:36 PM
(09-22-2024, 03:13 PM)scurest Wrote:Hello Scurest,(09-22-2024, 01:37 PM)MrElephant Wrote: Can you confirm where we are supposed to add in this piece of code? Without it, textures are not applied when exported. That seemed to work. Using Blender 3.4. One of the colors seemed to turn what I call "clear", but other than that- seemed to turn out well- attached a picture of model imported into unity. Thanks. Mr.Elephant
09-27-2024, 07:50 PM
So I became concerned when I saw around a 95% texture loss in some of the models I was trying to use. The script wasnt working for some of them. I am in no way a blender expert at all-- but I did install a tool called "Simple Bake". After that point, I followed this tutorial
https://www.youtube.com/watch?v=eiNGpclLNnY, and was able to extract the models into unity. They arent perfect, but it was better than a 95% texture loss. I did have to shell out 20 usd for the tool though. The result is below |
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