Note that the models also have textures but no colors (OBJ doesn't support them), just place the OBJs and the global.mtl files in a folder together with the textures I've uploaded before. Also, I fear that the normals are wrong 'cause I saw strange things while I was playing with lights in Blender.
Hey, sorry for necroposting, but what format are these maps in? I've been trying to get into the maps of another game by SCE Studio Cambridge, called Frogger He's Back released in 1997. I've successfully extracted the .MWD file, but I got some .MAP files that aren't openable by any software I could find. I'm wondering if this game has the same format. If anyone could attempt to convert these into a regular 3d model, that'd be great! Thanks!
Is there a faster way to link the missing textures in blender after having imported the .obj models? Currently I have to open every material, look at the id and then open the corresponding texture image. I am looking at a python script to do this automatically unless someone has already worked this out.
OK, I figured out a way to automatically link the textures. 1) open blender and import the .OBJ from ground_models 2) save the blender file. 3) place the texture directory in the same place as the blender file (or alternatively change the path variable in the script that'll follow) 4) in blender, open a text view 5) create a new text document 6) copy-paste the following:
import math import bpy import mathutils import re
for mat in list(bpy.data.materials): print(mat.name) newname = re.search('[0-9]+', mat.name) if newname: print(newname.group(0)) #change the relative path here if needed newfullname = "//Textures/"+newname.group(0)+".png" print(newfullname) try: img = bpy.data.images.load(bpy.path.abspath(newfullname)) cTex = bpy.data.textures.new('ColorTex', type = 'IMAGE') cTex.image = img mtex = mat.texture_slots.add() mtex.texture = cTex mat.specular_intensity = 0.0 #optional except: print("img",newfullname,"doesnt exist")
7) save 8) press alt-P to execute the script
This will automatically link the mesh materials to the textures in texture folders (the rip showed they shared the same id)