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DS Models' Textures Not Scaling Right
#1
Ripped models via MelonDS's MelonRipper mod, and imported into Blender. Exported the model and the only way I can get the texture exported also is to save the textures separately before exporting then in the mtl file telling it the name of the texture. While the texture works fine, it just does'int seem to upscale the texture in the same way as some other DS models on the site with the pixels being clearly seen like in the Blender preview.

How it looks exported as .obj
[Image: QeG0W4f.png]

How I want it to look, and how it appears when imported from the dump file.
[Image: s9JKsG9.png]

Texture
[Image: wR2ZbxF.png]

Contents of the MTL file
Quote:# Blender MTL File: 'None'
# Material Count: 1

newmtl NDS_Material.103
Ns 323.999994
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd NDS Texture.085.png
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#2
The .mtl file only tells the material what texture to use, not what interpolation to use. (That info is lost when exported because the .mtl format just doesn't include it.) You have to specify that manually by finding the texture node and changing its interpolation from Linear to Closest.
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#3
(12-22-2022, 05:25 PM)Sir Teatei Moonlight Wrote: The .mtl file only tells the material what texture to use, not what interpolation to use. (That info is lost when exported because the .mtl format just doesn't include it.) You have to specify that manually by finding the texture node and changing its interpolation from Linear to Closest.

It's already in Closest, and it still does the same issue.
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#4
Attach the .dump file so I can look at it. In general you won't be able to export to OBJ and keep the materials though, MTLs just aren't able to represent DS materials.
3D Screenshot Tools (NDS / N64 / PS1 / PS2)
Other Tools (apicula / Vagrant Story / Star Ocean Blue Sphere)
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#5
(12-23-2022, 03:50 PM)scurest Wrote: Attach the .dump file so I can look at it. In general you won't be able to export to OBJ and keep the materials though, MTLs just aren't able to represent DS materials.

Soo how will I convert/export the dump file into a viewable 3D model for the site? Does any format work with these MelonRipper dump files? Also I attached one of the dump files.


Attached Files
.zip   melonrip-2022-12-23-17-24-20.zip (Size: 144.96 KB / Downloads: 58)
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#6
The blurry texture is exactly as Sir Teatei Moonlight described, MTL cannot convey the "Closest" texture setting. There are also vertex colors that should be multiplied with the texture that cannot be conveyed by MTL (but Blender does support exporting/importing vertex colors in OBJ since 3.3).

Normally for submitting people just make sure the texture is in the diffuse slot (map_Kd) and don't worry about all the stuff that can't be conveyed. So it would be just like you had in your first post.
3D Screenshot Tools (NDS / N64 / PS1 / PS2)
Other Tools (apicula / Vagrant Story / Star Ocean Blue Sphere)
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#7
Yeah in terms of submitting to tMR, it's generally accepted that anything about materials aside from the base colour texture cannot survive export/import. About all you can do is have the right settings in your preview images, and/or include a readme file if anything complex needs explaining.

https://wiki.vg-resource.com/What_Makes_...s_Resource Wrote:Materials and Shaders can have a lot of different features, some of which are custom-built for a certain game's engine. Most of these are not supported by common model formats, and the features that are supported can often be interpreted in different ways. Two different programs could read the same specular highlight settings in two different ways. Because of this, there is no reason to try and recreate the exact appearance of the materials as it looks in the game. The only part of the material that matters is the main color texture. Even if the texture isn't used as a color/diffuse/albedo map, it should be assigned to the material as if it were. If a model has multiple UV maps that you've split, use the texture that corresponds to correct UV map.
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#8
(12-23-2022, 07:09 PM)Sir Teatei Moonlight Wrote: Yeah in terms of submitting to tMR, it's generally accepted that anything about materials aside from the base colour texture cannot survive export/import. About all you can do is have the right settings in your preview images, and/or include a readme file if anything complex needs explaining.

https://wiki.vg-resource.com/What_Makes_...s_Resource Wrote:Materials and Shaders can have a lot of different features, some of which are custom-built for a certain game's engine. Most of these are not supported by common model formats, and the features that are supported can often be interpreted in different ways. Two different programs could read the same specular highlight settings in two different ways. Because of this, there is no reason to try and recreate the exact appearance of the materials as it looks in the game. The only part of the material that matters is the main color texture. Even if the texture isn't used as a color/diffuse/albedo map, it should be assigned to the material as if it were. If a model has multiple UV maps that you've split, use the texture that corresponds to correct UV map.

Decided to post the model on the site since it seems it's fine in the state it's in. Also while uploading I had found another DS model preview that has similar blurriness like in my models.
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