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How do you 'fix texture paths' in DAE files?
#1
So, good news, I managed to rip a bunch of models and textures from Destroy All Humans! 2 using umodel. Bad news, I can't figure out how to set them up according to TMR guidelines.

The models and the textures were not ripped as one thing, they were in different parts of the PAK files and exported separately. When I pull the models up in Noesis to convert them, the don't have any of the textures linked. Ordinarily I really wouldn't care, because the converted PNG textures go into the ZIP file with the models, and I would just leave it up to whoever downloads the model to link the textures themselves, but the checklist says that DAE need to have a path set up to the textures... I have absolutely no idea how to do this. Can someone help me figure it out?

I've attached a zip with one of the smaller, simpler models to show what I'm basically working with. Can anyone tell me what's going on, and what I can do with it to make it acceptable to TMR?


Attached Files
.zip   brain-pickup.zip (Size: 749.77 KB / Downloads: 7)
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#2
You can open the dae in Notepad++ to fix the paths. Near the beginning of the file there's a section named library images. Change ../../../../Downloads/Ripping%20Tools/noesisv4474/PickupBrain to Pickup_Brain_c.png and it should load correctly. Keep in mind, Noesis if I remember correctly displays dae and obj with their UVs upside-down. You should test it in Blender or another 3D software to make sure it's working. It looks like the UVs are flipped on your dae. When exporting from Noesis to dae you can enable "Flip UV's" in the export options. Also in Tools > Data Viewer there are a couple of options to make Noesis's viewport show the UVs flipped, but it can be a little confusing so it's probably best to just check it in Blender.

You can also include the umodel export like psk or gltf in your submission if you're worried, that way staff can refer to that as a fallback in case there was anything wrong with the dae.
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#3
(Yesterday, 10:54 AM)Boxy Wrote: You can open the dae in Notepad++ to fix the paths. Near the beginning of the file there's a section named library images. Change ../../../../Downloads/Ripping%20Tools/noesisv4474/PickupBrain to Pickup_Brain_c.png and it should load correctly. Keep in mind, Noesis if I remember correctly displays dae and obj with their UVs upside-down. You should test it in Blender or another 3D software to make sure it's working. It looks like the UVs are flipped on your dae. When exporting from Noesis to dae you can enable "Flip UV's" in the export options. Also in Tools > Data Viewer there are a couple of options to make Noesis's viewport show the UVs flipped, but it can be a little confusing so it's probably best to just check it in Blender.

You can also include the umodel export like psk or gltf in your submission if you're worried, that way staff can refer to that as a fallback in case there was anything wrong with the dae.

Okay, so I've changed the first bit to Pickup_Brain_c.png, which covers the surface, but what about the other textures? The normal map and Pickup_Brain_s.png (I figure because of the s, that one's a specular map, but considering some of the other models have weird looking _s maps, I wonder if they might be holding multiple maps in the different color channels). How would I connect those?
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#4
You only need the base color texture applied to meet the site requirements. As long as all the other textures are in the folder for people to use, it's okay if just the base color is connected. You can use Blender or 3ds Max to apply the other textures if you want. But unless Blender has updated its dae exporter, last time I checked it unfortunately only exports the base color texture anyway. For channel-packed textures you can use Texture Remix or an image editor to split it. I think if I remember it's fine to leave it as is if you're really unsure, but it will help staff keep the queue moving and not have to do a billion of those.
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