mfm, select than row, open corresponding. visual in text editor (I use Notepad++), find row with link to. If you want to open already textured meshes, you have to edit. But in WarShips devs changed format, and instead of links to textures now nere link to something like material file. PPS: Materials in converter (tested with B23 only):Ĭonverter seek for textures in. Looks like mask for burned or rusty parts, but not sure. It's because game uses new rendering model - PBR, so those textures must be in Albedo, Bump, Metalness and Roughness channels of PBR-Material in PBR-compatible programs, like UE4, Unity, PBR-build of Blender, Substance and Marmoset.Īlso, in later game build, devs adds new Blue channel to _mg textures: I use _a for Diffuse, _n for Normal Map, and R G channels of _mg for Specular and Glossiness (easy to extract with XnViewMP):Īs you can see it's looking enough good, but not like in game. You can find up to four textures for one material - xxxxx_a.dds, xxxxx_n.dds, xxxxx_ao.dds, xxxxx_mg.dds. So I use Process Monitor for tracing files loaded by game when I activate ship preview. With little logic you can figure out that JD is "Japanese Director" and JGA it's "Japanese Gun Artillery", but I can't find any clue for guns/directors/finders exact models. Hardest part is figure out which external part is, because they named like HP_JD_3, HP_JGA_7 - etc. I convert every mesh to obj, then assemble in max. But i use old version B23 which seems more quiet. Sorry I didn't see this topic earlier )Īlso converter is already available - WoT Model Editor. xml scripts that tell how to put the pieces together.Īll data you trying to find so long time is stored in. Wobble wrote:The problem is, there are no.
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