Open steventylerseanherr opened 2 years ago
Please attach the .nsbmd file and any necessary .nsbtx. Also, are you importing through .dae or .glb?
base.zip .dae
Thanks. Looks like #25, there is clearly trailing data at the end of the material block for a texture matrix. I've never figured out how those work though, so don't expect a fix to be forthcoming.
Note to self, here's the hexdump:
material mt_sunakusa
0x714 00 00 dummy
0x716 34 00 size
0x718 ff ff 00 00 dif amb
0x71c 00 00 00 00 spe emi
0x720 80 80 1f 00 polygon attr
0x724 ff f8 1f 3f polygon attr mask
0x728 00 00 0f 40 teximage param
0x72c ff ff ff ff ?
0x730 00 00 palette base
0x732 cd 1f ?
0x734 40 00 texture width
0x736 40 00 texture height
0x738 00 10 00 00 ?
0x73c 00 10 00 00 ?
0x740 00 20 00 00 ?
0x744 00 20 00 00 ?
hello at least 1 model in spirit tracks seems to use some kind of offset that apicula doesnt seem to support the line in the grass here should be lined up with the rest of the grass to give it a smooth transition to sand and here in the desert it does not do this ingame dumped model do the same
using what i know in blender i can easily fix this on exported models but without a material editor of some kind i dont know what is correct and what isnt without having the game right beside me