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Texture errors when opening Dragon Ball Heroes Ultimate Mission X models #56

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kurainooni opened this issue Jun 17, 2017 · 4 comments

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@kurainooni
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When opening the bch files from DB Heroes Ultimate Mission X, some models are imported fine, with all of their Textures, including Shader Ramps and Reflection Maps, however most models will import with either fully are partially transparent Textures, or white with outlines.

As far as I can tell, there seems to be some similarities with the type of model:

  • White with Outlines: Skin of Humanoid Models( e.g. Goku, Kuririn), Hair of Super Saiyans and Skin of Golden Frieza
  • Partially transparent: facial textures of several humanoid models, showing only the eyes( commonly in the lower right corner)
  • Wrong colored Reflection Texture: the reflecting Parts on the Skin of Frieza, Cooler, Frost, etc
  • Entirely transparent Textures: no clue; haven't found any similarity where it occurs
  • Fully functional Textures: several models with only one shared texture, like Cabba( not Super Saiyan), Gowasu, Zamasu and Great Ape Baby Vegeta

It doesn't matter if the models are compressed( with removed 3ds-lz header) or not.

@gdkchan
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gdkchan commented Jun 17, 2017

I'm not working on this tool anymore because I started working on a better tool to replace it. Can you test the models on this tool and see if it still shows the problems you mentioned? If it does or have any other issue you can open another issue there with affected model files so I can fix the issues. Thanks.

@kurainooni
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Ok, I didn't know, that you did discontinue this tool already.

I've tested the models in Spica, and it seems to work now more or less. Thank you very much.

@gdkchan
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gdkchan commented Jun 18, 2017

Glad it worked. I will put some notice on the readme later about the tool being discontinued and link to the new tool at some point. Was planning to do that when I feel it is "ready". I'm a bit curious with the "more or less", if it does have any issue please repot so they can be fixed.

@kurainooni
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The white textures seem to be colored through vertex color or ambient color in spica, which isn't kept in either DAE or SMD,
while the partially transparent textures at least retain their original informations now in the transparent parts, when saved.( the transparent informations were lost in ohana)
However I'll open an issue on spica regarding this problem, with some example files.

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