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Raclette & Tank Importer is a Blender plugin made to extract maps/levels from Ratchet & Clank games (and optionally Resistance 2 and 3), direclty from the source files.
The main point of it is to do what Lunacy Level Editor doesn't do, so entire level exporting, etc.
Yes, because Lunacy is a Level-Editor, not a Level-Exporter, so here's Raclette & Tank Importer, made to extract maps from R&C Future series games, and put it right into you Blender Project.
This plugin is especially made for fans who want to make animations, "SFM" music clips, and even fangames.
Of course, you're pleased to respect all the copy rights of Insomniac Games and SCIE.
Blend-PS3Textures (but I call it PS3T /pset/
) is a plugin for Blender that allow people to "re-materialize" exported maps or models from the LombaxToes Level Editor (or any other way to extract mesh & textures from a PS3 game, that the plugin is compatible with) to generate every materials using their respective textures. Example:
- Ratchet & Clank: Tools of Destruction has these textures:
1654_C.bmp
(Base Colour)1654_N.bmp
(Normals)1654_E.bmp
(Specular/Rougness/Metalness/Emissive) [INSOMNIAC ENGINE 2.0 and 3.0]
This will make a material file map.mtl
that link all the textures of the map map.obj
, and show the right materials into the engine (blender, etc...)
⚠ The loading may take a while, or can crash on some low configs. Be careful before using it, make a backup of the map files.
Python version: v3.10.5^
Blender version: v3.2.0^
U have to know that this is open-source and that the plugin is kinda linked to the NefariousTechSupport/LombaxToes software, I'm making this to EASILY glue EVERY textures to their specular, their normals, etc... and make the whole map exportable with the material - .mtl
file - ready for Unreal Engine or any other 3D engine.
This is the hierarchy of a material file:
map.obj
map.mtl
material_256
(viewable into Blender)- link to
tex_256_C
asbase_colour
- link to
tex_256_E
asroughness+specular
- link to
material_257
(viewable into Blender)- link to
tex_257_C
asbase_coulour
- link to
tex_257_E
asspecular_(only)
- link to
tex_257_N
asnormals
- link to
- etc...
tex_256_C.png
tex_256_E.png
tex_257_C.png
tex_257_E.png
tex_257_N.png
- etc...
That's all you need to know, the mtl file contains the material data for every mesh and submeshes of a model