DarioSamo / LibXenoverse

Dragon Ball Xenoverse Modding Tools
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model import/export texture issue #3

Open mastaklo opened 9 years ago

mastaklo commented 9 years ago

for example when i want to edit freezer he has 2 textures on his whole model the body part and the purple thing part when you convert the emd to fbx , import it into 3ds max but dont change anything and export it. Then convert it back it seem like that only the first texture is apllyed in the game so the purple part has the texture of the body on it

DarioSamo commented 9 years ago

You should specify the exact .emd file to make this easier to debug.

mastaklo commented 9 years ago

its every model who has more than one texture you can use fr4_000_bust.emd or ggt_000_bust.emd for example

DarioSamo commented 9 years ago

There's a section in the EMDs that I hadn't properly figured out yet which appears to define a few things: some numbers, a flag, and an index. Said index apparently controls the index of what texture to use inside the non-dyt emb file (the details texture), so understandably it breaks Freezer's texture. However making texture assignments part of the model rather than the material is something very non-standard with how 3D editors work, so we're gonna need a way to keep the assignments.

Probably through creating new materials with tags like @0 or @1 and deleting said tags when FBXEMD reads them is about the only solution I can think of at the moment.