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Diablo immortal models

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TMouse, posted Fri Jun 10, 2022 12:34 pm (71931)


So first of, my textures end with .Texture2D, so not sure how you got the PVRTexTool to work with them :/

Second, is there some kind of wiki set up somewhere how to the .model file format looks like, or did I miss something ?

T.
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TMouse, posted Fri Jun 10, 2022 7:20 pm (71939)


Oh, didn't know that, no not yet just figured out the .mesh and how to import this afternoon :D

But thanks, will take a look at it!
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spiritovod, posted Sat Jun 11, 2022 2:40 am (71951)


@TMouse: Most textures can be converted to respective formats with the script from here.
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zardalu, posted Thu Jun 23, 2022 11:58 pm (72267)


spiritovod wrote:
@TMouse: Most textures can be converted to respective formats with the script from here.


Thanks spiritovod. For anyone interested, when extracted and converted, most of the game's textures are in the 00-FF folders. They will be in slightly altered .dds files which can be read by Noesis among other tools. They will be named something like d31044d1-a4c9-42df-84a2-1abac784baa3.6.dds.

With such names how do you find which texture belongs to the mesh you like? Easy! Most mesh files have a corresponding .material file with a similar name. Inside of those material files, when read with a simple text editor like notepad, each of the required textures files are listed, for example:

tBaseMap=1ede06d4-410b-4185-9eda-7e7921ee7db9
tNormalMap=50af8e99-f650-4049-b452-579dea8a7499

etc.

A quick search with something like agent ransack with lead you to all of the required files to match with your mesh, until someone smarter than me makes something to automate the process. I made some crude batch files which are working for me for now.

Cheers

Oh yeah, almost forgot to mention: the textures should be flipped before applying to your mesh so the normal maps retain the correct green channel orientation, rather than flipping the UVs on the models, if you care about that
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