SMG
SMG
Blender's normal map baker is very unreliable and difficult to use. It struggles with mirrored normal maps, which are very common in Smash. xNormal appears to be the only free...
The in game normal maps already have seams, so it's probably not worth trying to always match the in game tangents. Custom models should use mikktspace anyway since it's unclear...
Thanks for adding that. I looked over the wiki to fix some small typos and other inconsistencies. We probably don't need to be super in depth on how to bake...
I'm not sure how many exceptions we would get that aren't manually thrown runtime errors. Both of those approaches seem like they would work. Thanks for looking into this.
I'll see if I can get this working. It would be a good idea to add error handling for the nutexb to PNG conversions telling users to export them in...
I fixed the executable bit not being set in the git files. Blender clears this when unzipping the addon during installation for some reason. As a workaround, MacOS users can...
`blender --background --python script.py` ```python import bpy # Set file paths. ssp = bpy.context.scene.sub_scene_properties ssp.model_import_folder_path = "fighter/mario/model/body/c00" ssp.model_import_numdlb_file_name = "model.numdlb" ssp.model_import_numshb_file_name = "model.numshb" ssp.model_import_nusktb_file_name = "model.nusktb" ssp.model_import_numatb_file_name = "model.numatb" ssp.model_import_nuhlpb_file_name...
I'm assuming this is for a single numshb file and not for the entire scene? This probably worth looking into more to figure out why this happens.
These are the results I get for in game models with at least 256 meshes in a single render pass. There may be a limit on how many meshes can...
I can add builds for Linux and macos later.