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[RELEASE] GLideN64 Scene Ripper
#16
(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.


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applecuckoo - ripper of sounds, sprites and models

Places to get help:
DYKG/VG Resource Discord - This is where most of the ripping experts on the VG Resource hang out these days, so you should probably start here. Any requests to rip stuff (i.e. "Please rip sounds/models/sprites from game X!") are only allowed here as per the rules.

ResHax forum - Another forum that is home to most of the reverse engineers who were on the old ZenHax and XenTax forums. A great place to get help for any mysterious files. I'm also there under the same username.

And remember, always upload example files. That way, people don't have to dig in and fetch them for you.
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#17
I still don't see the environment color...
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#18
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.

[Image: bxns6n.jpg]

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.
3D Screenshot Tools (NDS / N64 / PS1 / PS2)
Other Tools (apicula / Vagrant Story / Star Ocean Blue Sphere)
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Thanked by: Raccoon Sam, Luctaris
#19
when i use rmg, the Generate scene rip textures` option is not there, can you help me?


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#20
How did you do that?
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#21
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.
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#22
(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.

I saw that you opened up an issue on the github regarding this too. I'll post my answer here for anyone wondering in the future.

Quote:Support for external exporters and file formats is somewhat out of the scope of this project. I can't control how scenes using my tool are imported and interpreted by other software.
This project sets up a custom shader node layout for each material used in the scene.

I couldn't find a suitable file format that can support texture blending, vertex color information, texture mirroring, fog information, etc... which is why I opted to create my own custom .glr file format and associated importer for Blender.

If you want an importer for Maya, 3ds Max, 4D cinema, etc... a custom importer addon/plugin/script will need to be made to interpret the .glr file format for that tool.

If there is enough interest, I might look into creating an addon for Unity/Maya to handle my file format, but I primarily chose to use Blender because it's 100% free and easily accessible.

TL;DR: Sorry... I won't go out of my way to purchase $1000+ software like Maya just so a few people can use my addon.

A fix for the FBX export not linking to the textures is to use this script, which will associate the textures to the materials

Code:
# Get access to Blender Python API
import bpy

#Loop over all materials
for mat in bpy.data.materials:
    # Get the name of each material (this name is what will be used to find the .png texture file)
    matName = mat.name

    # Cut off the last 4 characters of the material name '(XX)'
    matSubName = matName[:-4]
       
    # Create a new_texture to be assigned to the material
    tex = bpy.data.textures.new(matSubName, 'IMAGE')
   
    # Add a reference to a newly created texture_slot on the material
    slot = mat.texture_slots.add()
   
    # Assign the new_texture to the new_texture_slot on the material
    slot.texture = tex

    # Make the file path to the Scene Rip output folder to find the image to assign to the texture
    filePath = "PATH TO TEXTURE DUMP OUTPUT FOLDER/GLideNHQ/scene_rips/"

    # Create the file name based on the material name
    fileName = filePath + matSubName + ".png"

    # load in the file from the scene_rips folder  
    image = bpy.data.images.load(fileName, check_existing=False)

    # Assign the image to the Texture
    tex.image = image

Then export the FBX making sure to use 

Path Mode : Copy

You may have to manually correct the Transparency when importing the FBX to other applications such as Unity

Cheers!

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'
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#23
(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.

[Image: innj5e.jpg]

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.
3D Screenshot Tools (NDS / N64 / PS1 / PS2)
Other Tools (apicula / Vagrant Story / Star Ocean Blue Sphere)
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#24
(09-22-2024, 03:13 PM)scurest Wrote:
(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.

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.

[Image: innj5e.jpg]

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.
Hello Scurest,

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


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#25
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 Smile

   
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