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Automatically linking textures into material, material themself auto-linked to the models of a map or a model. At exporting it makes a .mtl file compatible with every 3D engine

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The Blend-PS3Textures have been discontinued !

Click here to go to the new equivalent !
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

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.

Software info

Python version: v3.10.5^
Blender version: v3.2.0^

Important stuff

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.

Starting working on the plugin

Some explanation about the material file

This is the hierarchy of a material file:

  • map.obj
  • map.mtl
    • material_256 (viewable into Blender)
      • link to tex_256_C as base_colour
      • link to tex_256_E as roughness+specular
    • material_257 (viewable into Blender)
      • link to tex_257_C as base_coulour
      • link to tex_257_E as specular_(only)
      • link to tex_257_N as normals
    • 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

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Automatically linking textures into material, material themself auto-linked to the models of a map or a model. At exporting it makes a .mtl file compatible with every 3D engine

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