April 8, 20251 yr Hey was anyone able to get files for Yoruichi and could send em my way? Much appreciated if you can!
April 9, 20251 yr I got a little lost I put py plugin but the issue is when I export the model or known as the tdm2 file it gives me an trace back error Just now, Moon said: I got a little lost I put py plugin but the issue is when I export the model or known as the tdm2 file it gives me an trace back error If one of you could assist me that would be great
April 10, 20251 yr Does anyone know what texture is responsible for the small black lines running across the model like in this image?
April 11, 20251 yr 8 hours ago, HalfSour said: Does anyone know what texture is responsible for the small black lines running across the model like in this image? I'm trying to figure that out too. From my experience with other anime games there should be a 2nd UVmap with the outline texture that is rendered over their diffuse texture. But sadly the script doesn't seem to be able to extract the 2nd UVmap on every mesh nor the outline texture. The outline texture file might be shared among all the character models so could be in a common folder meaning they won't be extracted with the character models.
April 11, 20251 yr Localization 18 hours ago, 0-DV89-0 said: I'm trying to figure that out too. From my experience with other anime games there should be a 2nd UVmap with the outline texture that is rendered over their diffuse texture. But sadly the script doesn't seem to be able to extract the 2nd UVmap on every mesh nor the outline texture. The outline texture file might be shared among all the character models so could be in a common folder meaning they won't be extracted with the character models. Almost every outline on the models are rendered in the engine via live geometry copy/flipping. I've only seen a few lines on the models that have actual meshes built in (which you would just use a pure black texture for)
April 11, 20251 yr 48 minutes ago, CptHazama said: Almost every outline on the models are rendered in the engine via live geometry copy/flipping. I've only seen a few lines on the models that have actual meshes built in (which you would just use a pure black texture for) I agree. I don't think the outlines have anything special to them and are just a standard inverted hull of the mesh but some of the "detail" lines definitely are in the form of textures and some are just cut into the mesh. The first image is of Zaraki's hands and you can clearly see the topology modeled into the mesh and UVmap being separated from the rest of the hand for what is to support the black lining but the textures themselves have no black to them. The second image is of Ichigo in-game where you can clearly see more of these hand-drawn looking lines, but as you can see with Kenpachi. The mesh isn't modeling in such a way for the lines to just appear as they are with the fingernails. Some have speculated the models might have multiple UV channels and that the script currently doesn't support them. There doesn't seem to be a texture/color channel that has the data for the lines stored within them.
April 12, 20251 yr Okay, here's a little bit of an update. I've added support for all the vertex types, and the textures should all load correctly now. I've also included the extra UVs where available, although they're not presently used. The bones are still messed up in a lot of cases, so that still needs some work. The materials also need more work. I've disabled the vertex colours for now as that was messing up a lot of the meshes as well. bleach_rebirth_tmd2.zip
April 12, 20251 yr 2 hours ago, DKDave said: Итак, вот небольшое обновление. Я добавил поддержку всех типов вершин, и теперь все текстуры должны загружаться корректно. Я также добавил дополнительные UV-координаты, где они доступны, хотя в настоящее время они не используются. Во многих случаях кости всё ещё повреждены, так что с этим ещё нужно поработать. Материалы также требуют дополнительной обработки. Я пока отключил цвета вершин, так как это тоже портило многие сетки. bleach_rebirth_tmd2.zip 3,23 КБ · 9 загрузок in which folder are the models located?
April 12, 20251 yr 24 minutes ago, 428zang said: in which folder are the models located? In the Bleach folder, it's under "00High/Model/chara/" Hope that helps! 3 hours ago, DKDave said: Okay, here's a little bit of an update. I've added support for all the vertex types, and the textures should all load correctly now. I've also included the extra UVs where available, although they're not presently used. The bones are still messed up in a lot of cases, so that still needs some work. The materials also need more work. I've disabled the vertex colours for now as that was messing up a lot of the meshes as well. bleach_rebirth_tmd2.zip 3.23 kB · 11 downloads Every model I've checked so far, including pl002, pl026, pl027, and pl036 have worked great! Thanks DKDave, you're the best.
April 12, 20251 yr 5 hours ago, DKDave said: Okay, here's a little bit of an update. I've added support for all the vertex types, and the textures should all load correctly now. I've also included the extra UVs where available, although they're not presently used. The bones are still messed up in a lot of cases, so that still needs some work. The materials also need more work. I've disabled the vertex colours for now as that was messing up a lot of the meshes as well. bleach_rebirth_tmd2.zip 3.23 kB · 13 downloads Thank you so much man. So far everything works as you stated.
April 12, 20251 yr Localization On 4/11/2025 at 7:15 AM, 0-DV89-0 said: I'm trying to figure that out too. From my experience with other anime games there should be a 2nd UVmap with the outline texture that is rendered over their diffuse texture. But sadly the script doesn't seem to be able to extract the 2nd UVmap on every mesh nor the outline texture. The outline texture file might be shared among all the character models so could be in a common folder meaning they won't be extracted with the character models. detail lines are somehow rendered in engine using the red channel of the second color layer as a mask
April 12, 20251 yr Localization Solution I made an importer that import every tmd2 model correctly. it can read models with more than 255 bones, all uv layers, all vertex color layers, tangents, binormals, both sets of normals, etc... https://www.nexusmods.com/bleachrebirthofsouls/mods/63
April 12, 20251 yr 2 hours ago, HydraBladeZ said: detail lines are somehow rendered in engine using the red channel of the second color layer as a mask When you say "second color layer" are you talking about the RBG mask or the darker colored version of the base texture?
April 12, 20251 yr Localization 3 minutes ago, HalfSour said: When you say "second color layer" are you talking about the RBG mask or the darker colored version of the base texture? some models have more than one vertex color layers
April 12, 20251 yr 3 minutes ago, HydraBladeZ said: here's what the second color layer looks like Oh, WORD.
April 13, 20251 yr 47 minutes ago, HydraBladeZ said: here's what the second color layer looks like Sorry to ask but would you be willing to share the blend file for any of the imported models with the node setup you have? I'd love to study these for a personal project of mine.
April 13, 20251 yr Localization 6 minutes ago, HalfSour said: Sorry to ask but would you be willing to share the blend file for any of the imported models with the node setup you have? I'd love to study these for a personal project of mine. you can install the addon and import any model, it's gonna create the node setup for you. The node setup for each shader is not accurate, it wasn't meant to be 1:1 with the game if that's what you wanted. It was made for previewing the models with the correct textures.
April 13, 20251 yr 7 hours ago, HydraBladeZ said: I made an importer that import every tmd2 model correctly. it can read models with more than 255 bones, all uv layers, all vertex color layers, tangents, binormals, both sets of normals, etc... https://www.nexusmods.com/bleachrebirthofsouls/mods/63 Wow dude I didn't expect two great scripts in one day. I was skeptical I have to admit but everything looks great!
April 13, 20251 yr 10 hours ago, HydraBladeZ said: you can install the addon and import any model, it's gonna create the node setup for you. The node setup for each shader is not accurate, it wasn't meant to be 1:1 with the game if that's what you wanted. It was made for previewing the models with the correct textures. Right. It's still HEAVILY appreciated.
April 13, 20251 yr Author Localization Tested on few Enemy Character and Support They're not showing hair texture Am I doing anything wrong or missing anything? sp001 / en007/ en023 Edited April 13, 20251 yr by kurokozeref
April 13, 20251 yr 35 minutes ago, kurokozeref said: Tested on few Enemy Character and Support They're not showing hair texture Am I doing anything wrong or missing anything? sp001 / en007/ en023 I was having the same issue, major characters loaded them fine but some didn't work like Rukia and Momo like you tried.
April 14, 20251 yr 6 hours ago, kurokozeref said: Tested on few Enemy Character and Support They're not showing hair texture Am I doing anything wrong or missing anything? sp001 / en007/ en023 I believe the hair models utilize vertex coloring instead of a diffuse texture.
April 14, 20251 yr The hair coloring could all be based on material instancing in game instead of extractable textures. From what I've seen there is only one texture per character, and it's for the hard shadows on the model. You can check out base Ichigo's files to see how that's setup. There's also masks the apply to the other UVmaps on the hair only.
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