Editing Environment Models
Initial Importing Process
Make sure you have cloned the
project-reignition-assets
repository and installed SEGA NN Tools.Open Blender and press [N] to show the sidebar.
Click
SEGA NN Tools -> Import -> Model .*no
.In the import window, change
Format
toGNO
,Game
toSonic and the Secret Rings
, and the import mode toBatch
. 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
inproject-reignition-assets
and import the correct models using this page 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.
Setting up Materials
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 theproject-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'stexture
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.
Guidelines
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.
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