Editing Environment Models
Last updated
Last updated
Make sure you have cloned the project-reignition-assets
repository and installed .
Open Blender and press [N] to show the sidebar.
Click SEGA NN Tools -> Import -> Model .*no
.
In the import window, change Format
to GNO
, Game
to Sonic and the Secret Rings
, and the import mode to Batch
. Note: Some files may have problems being imported. Remove them temporarily and try to find a way to re-import them later.
Navigate to Models/Original Models
in project-reignition-assets
and import the correct models using as a reference.
Delete unneeded armatures.
Select everything [SHIFT + A], scale it down to 10% of its original size with [S] -> [0.1], then apply the changes with [CTRL + A] -> All Transforms
.
To remove armatures, first select all the armatures in the
outliner
. Then, press [X] to delete them. Select any mesh, go to itsModifiers
tab and remove itsArmature
modifier. Then, with the mesh still selected, tap [A] to select everything else, and press [CTRL + L] ->Copy Modifiers
to remove theArmature
modifiers from all other meshes. Finally, runRenamer.py
to remove unused vertex weights.
Materials must be renamed in Blender before environment models can be exported to Godot. Although it is not strictly necessary to link image textures in Blender, it is still recommended to import textures into Blender to help show what textures are being used while editing.
In Blender's scripting tab, open Process Materials.py
from the project-reignition-assets/Scripts
folder and press [ALT + P] to run the script.
Note: Materials with multiple textures or special shaders may need to be combined manually.
Go through each material and change its Image Texture
to the corresponding renamed image texture in the level's texture
folder. Unfortunately, there isn't a way to automate this yet.
Run Process Materials.py
again to rename all the materials.
Note: Materials with multiple textures or special shaders will need to be renamed manually.
Meshes that share the same materials and exist in the same chunk should be joined together to reduce draw calls
Do NOT merge vertices as that will make it difficult to unmerge the meshes should you ever need to.
Use Blender's Collections
to separate models into chunks that can be easily culled.
Link Blender's textures to the textures found in the level's textures
folder. Be sure that all textures are renamed to something more human readable first.
Unless a piece of environment needs to be animated, meshes should NOT be attached to any armatures.