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Dragon Quest VII/VIII Texture and Model issues! #77

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PkmnTrainerElio opened this issue May 14, 2019 · 2 comments
Open

Dragon Quest VII/VIII Texture and Model issues! #77

PkmnTrainerElio opened this issue May 14, 2019 · 2 comments

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@PkmnTrainerElio
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PkmnTrainerElio commented May 14, 2019

When I load the DQ7 models in SPICA, they don't load, because they're LZ files, but, when I extract the .LZ files, they work and show all textures (however, not in Ohana3DS), but, when exported, the facial textures are missing and when I load some maps from DQ8 they don't even show a thing and other times, loaded maps only show partially.
Screenshot 2019-05-06 00 52 15
Ohana3DS (un-extracted)
Screenshot 2019-04-17 01 31 27
SPICA (extracted with FEAT)
Screenshot 2019-04-17 01 30 30
PMX Editor imported from SPICA and converted with Blender.
Screenshot 2019-05-01 01 24 35
Farebury Church in Ohana3DS
Screenshot 2019-05-14 16 38 04
Farebury Church in SPICA

@kurainooni
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As far as I know Spica does not have a built in LZ-Decompressor( LZ11 in the Case of DQ7), so the models not being supported unless they were decompressed first makes sense. The Facial Textures are actually using different UV-Layers, so you would need to bake the eye and mouth textures into the face texture first, if you want to use the Model in MMD.

Another Square Enix 3DS game, that uses this technique, that I'm aware of is Bravely Default( and it's sequel), where the details are assigned their own UV-Layer as well.

I did notice something else though: If I wanted to open the Maps of DQ7, spica asks me to open an LFS file, which according to the dropdown box is a "MT Mobile Shader File", so I'm assuming I'd need to convert the games shaders into this format, so they can be used with spica.

@PkmnTrainerElio
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As far as I know Spica does not have a built in LZ-Decompressor( LZ11 in the Case of DQ7), so the models not being supported unless they were decompressed first makes sense. The Facial Textures are actually using different UV-Layers, so you would need to bake the eye and mouth textures into the face texture first, if you want to use the Model in MMD.

Another Square Enix 3DS game, that uses this technique, that I'm aware of is Bravely Default( and it's sequel), where the details are assigned their own UV-Layer as well.

I did notice something else though: If I wanted to open the Maps of DQ7, spica asks me to open an LFS file, which according to the dropdown box is a "MT Mobile Shader File", so I'm assuming I'd need to convert the games shaders into this format, so they can be used with spica.

How does one bake the UV-Layers onto the model.

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