Category:Tutorials/MODL Material Importing

Revision as of 06:39, 23 March 2022 by Double H (talk | contribs) (PNGs are better.)

This page is for importing Materials from existing MODLs found in Battle for Bikini Bottom and The SpongeBob SquarePants Movie for the purpose of importing costumes from TSSM using RWAnalyse which can be found here.

Complex MODLs, such as SpongeBob_Bind.dff, contain separate Materials dedicated to certain parts of the MODL such as SpongeBob's arms, bubble wand, and body. Opening MODLs in RWAnalyse will be used throughout this entire process.

This page will focus on changing SpongeBob's body portion to import costumes.

Step 1

Open your MODL (Hungover SpongeBob used for this example) into RWAnalyse and convert your model to the appropriate version number. Battle for Bikini Bottom uses version 3.5, so changing the version number is important for the MODL data to work. Skipping this step may result in glitches.

Step 2

Right click and Export the Geometry data section that corresponds with SpongeBob's body MODL material.

You'll want to collapse all the sections before to make things easier. It also must be noted that the sections may expand during one of the steps in the tutorial.

If you're unsure as to what Geometry data his body is in, check to see which Section has the most bytes.

Also, it doesn't matter what the exported file is named.

Step 3

Right click and import the Geometry data into SpongeBob's body from BfBB found in boot.hip (has the most bytes).

Done! Import the MODL back into boot.hip and test it.

For importing other MODL parts, check the model's Materials using Industrial Park. IP won't directly tell you, but the texture gives a hint as to what it might be (Ex: chr_sb05 is SpongeBob's main texture used for his body and arms). This method requires a lot of trial and error, so using 3DSMax is likely recommended for more precision.

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