

This only works for maps exported with the maptool Daemon1 provided kindly to us. It seems the map tool finds a couple extra textures that the normal tool doesn't.Įnd result then gives you something like this: tga)Įdit: on second thought these missing texture are due to my -dic.packs being exported with tlou.exe and not tlou_maps.exe.

The importer will complain in the log about any missing data: (in this case a couple textures that got lost during my batch conversion to. Which is the exact location the file is at. So in my case i put down: C:/TLOU2-DICT/common/texture4Īnd the script appends the art/shared/background/asset-library/textures/wires/wires-ground-a-color.tgaĬreating: C:/TLOU2-DICT/common/texture4art/shared/background/asset-library/textures/wires/wires-ground-a-color.tga (i got it on my C drive, and converted the whole lib to. The blender script then just reads the data from the ascii and appends the path u give it, making the full path for the first two textures. Note: the z_ folder can be deleted as it mostly contains lightmaps and reflection probe data and such, for use in their game engine (and kinda useless data for our needs)Īs the map tool from Daemon1 writes the textures into the ascii (all referenced textures are mentioned in the model_shaders.txt / model_textures.text the tool also exports)

if you are using the secascii importer then u need to preserve the export hierarchy, other importers usually expect the textures to be put right next to the model in a folder.įor secascii the texture library should look something like this: Can I see how youve got your texture folder structure setup for the plugin? Daemon maybe you could post a short video video tutorial showing how to use your tool and the plugin so we know how to get auto texturing to work? im very confused and having throuble getting mine to auto texture the asciis, thanks again!
