Star Wars: Tales from the Galaxy's Edge (Oculus)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Star Wars: Tales from the Galaxy's Edge (Oculus)

Post by id-daemon »

Star Wars: Tales from the Galaxy's Edge (Oculus) tool.
Static & skeletal models, maps supported.

Details about tool usage are the same as for FF7 tool - viewtopic.php?f=5&t=13556

There's one difference: this game uses automatically generated Hierachical LODs, which creates a lot of static meshes with same names. They are just low detail versions of other meshes, so you have to delete them before converting maps. You can either delete \Game\Environments\HLODs\ before preparing static models for maps, or after that, delete all files named like SM_HLODClusterActor... from created staticmesh.raw folder.

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