![]() Removed support for most PSSGs modded by previous editor versions.Rewrote most of the program based on Miek's PSSG base class.Fixed a bug causing the game to crash when editing textures.Improved All Sections Tab: Add/Remove, Import/Export, and Edit anything.Hogs less resources when browsing textures.Added support for Textures with texelFormats "ui8x4" and "u8".Attempts to delete any temp files that are created.Fix for saving as xml that has an attribute starting with the number 2.Byte data always represented by 2 chars, capitalized.When (de)compressing files, a temp file is used first.Ability to open really large pssg files (64 bit Windows).Updated texture preview UI to conveniently show texture info.Fixed srgb textures being exported with the wrong settings.Added support for compressed xml pssg files.Added support for exporting and importing car models.Added support for previewing BC6h textures. ![]() 4th UV map in pssg is always mapped to the Normal texture in the glTF.3rd UV map in pssg is always mapped to the Emissive texture in the glTF.2nd UV map in pssg is always mapped to the Occlusion texture in the glTF.1st UV map in pssg is always mapped to the Diffuse/Base Color texture in the glTF.Each mesh may use anywhere from 0-4 uv maps. Note that the importer supports up to 4 uv maps. The following shows the expectation of the importerįor each UV map. To know how to figure out which UV map in the mesh to store at which position in the shader input. The UV map may not be meant to be used as occlusion texture, but it is a way for the importer The 2nd UV map tied to a mesh as the occlusion texture. Instead each UV map is mapped to an arbitrary texture in the glTF that may or may not be the actual purpose for the UV map. Unfortunately the pssg does not store which texture or purpose each UV map is used for. Require the materials in your glTF model to be named the same as the existing ShaderInstances within the pssg.Ĭertain shaders take more than one UV map per mesh as an input. There is no easy way to export or import this shader data to another format. Shader instances reference the shader used to render the model, and define the inputs to the shader. They can also be saved with the gltf extension which will contain the structure of the model as JSON data, with a potential to also include separate ".bin"Īnd image files to store additional data.Įach mesh in the model is made up of several primitives where each primitive is tied to a different shader material (or shader instance). They can be saved with the glb extension which contains all the data in a binary format. GlTF files can be saved in two different formats or file extensions. GlTF files are a common 3D model format supported by many 3D modelling applications such as 3ds Max, and Blender. When a pssg file contains a car exterior or interior model, you can use the Models menu in the top bar to export or import the model. If no row is selected then a Node/Node Info will be removed instead. Now just press the Remove button on the bottom.In the data grid view select a the row of the attribute that you would like to delete by pressing on the row header to its right.A new texture will be added and can be seen at the end of the list.Type in a new name for your texture, make sure it is unique and press OK.Press Add so that a new window pops up.In the Textures tab select a texture from the list for your new texture to be based on.Switch back to the Textures tab to continue editing the texture.Important info to look at: width, height, format, mipmaps.You will see a bunch of info for the texture selected in the Textures tab.Click File -> Save to save your new PSSG.After editing press Import and select your modified file.When finished editing dds file, if the texelFormat (see "Looking Up Texture Info") is u8 use save option 8 L 8 bpp | Luminance, and if it is ui8x4 use option 8.8.8.8 ARGB 32 bpp | unsigned.A folder will be made with all texture files in the same directory as the pssg. OR Replacement Step 1 and 2: In the Textures tab press Export All Textures.Press Export to save the section as a new file to edit with another editor such as Photoshop.In the Textures tab select a texture from the list.Textures can be previewed and modified through DDS conversion.Ĭar models can be modified through glTF conversion.Īfter turning on the program simply click File -> Open and select a PSSG to edit. This tool will allow you to open and edit PSSG files for the EGO engine games.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |