Models/Creating Custom Backgrounds: Difference between revisions

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{{DISPLAYTITLE:Creating Custom Backgrounds}}
{{DISPLAYTITLE:Creating Custom Backgrounds}}


Custom backgrounds can definitely help your levels look great. This tutorial will explain the basics of exporting models.
Custom backgrounds can definitely help your levels look great. This tutorial will explain the basics of importing your own bg models.


== Prerequisite ==
You will need:
You will need:
<br> [https://github.com/KillzXGaming/Switch-Toolbox/releases/tag/EXPERIMENTAL_LATEST Switch Toolbox]
<br> [https://www.blender.org/ Blender]
<br> [https://cdn.discordapp.com/attachments/408714364967845898/1046248980641751040/GlobalMat.bfmat Global Mat File]


== Exporting Models ==
[https://github.com/KillzXGaming/Switch-Toolbox/releases/tag/EXPERIMENTAL_LATEST Switch Toolbox]
First, you'll want to export the background model you want to use as a base.
<br> In Switch Toolbox, open the file of the background you want to base your new background off of (A list of each background and its description can be found [https://zenith.miraheze.org/wiki/Filesystem/content/Common/distant_view here.]).
<br> '''Double-click''' the BFRES, open the ''Models'' folder, right-click the model and '''export''' as .dae.


[[File:ExportingBackgroundModel.png|frameless]]
[https://www.blender.org/ Blender]


Import the bg model into Blender and scale the model down by '''0.01'''. [If the model shows Z-Fighting, increase the '''Clip Start''' by x10.]
== Importing Models ==
<br> Then add your own models into the bg but be mindful of any model-related limitations the game may have.
First, you'll want to export the background model you want to use as a base. In Switch Toolbox, open the file of the background you want to base your new background off of (a list of each background and its description can be found [https://zenith.miraheze.org/wiki/Filesystem/content/Common/distant_view here.]). Double-click the BFRES, open the "Models" folder, and right-click the model and select '''export'''. Export as .dae.


[[File:Bgs_Exporting.png|frameless]]
[[File:BlenderBGPreview.png|frameless|530x530px]]


== Parenting Your Model ==
After you've done that, import your model into Blender. You won't be able to see it yet, so press '''N''', click on the '''View''' tab, and set the '''Clip Start''' and '''End''' values to '''1''' and '''100,000''' respectively. The exact values will not really matter all that much, but these should be good for now.
# Highlight on your model(s) in object mode and then shift hold click the '''armature'''.
# Click Ctrl + P and click the button '''With Empty Groups'''.
# For every model, highlight the model in '''edit mode''' and assign the model to the '''root''' bone in the ''vertex group'' tab. [Root bones are mostly named the bg you are trying to add models too.]


== Importing into Switch Toolbox ==
[[File:Bgs_Into_Blender.png|frameless]]
Highlight only your model(s) and export as .fbx while also ticking the ''Limit to Selected Objects''. [Make sure the scale is 1 when exporting.]
<br> Back on Switch Toolbox, '''right click''' on the ''Textures'' folder, and click the '''import''' button.
<br> Import all your the textures and make sure the format is set to ''T_BC3_UNorm''.


[[File:TextureFormat.png|frameless|500x500px]]
Next, model whatever you want! Just be mindful of any model-related limitations the game may have.


Go to the ''Objects'' folder, right-click and select ''Import Static Object''to import your .fbx.
[[File:Hello_Zenith_bg.png|frameless|605x605px]]


[[File:InsertObject.png|thumb]]
Now we have to prepare to export. Delete any models you have not modified as .dae. (excluding the Armature '''TODO:''' See if the Armature is even necessary when exporting from Blender).


On the ''Import Settings'' window, click ''Ok'' on the '''first''' window and on the second window on the model tab:
[[File:bgs exclude armature when exporting from blender.png|frameless|530x530px]]
# Uncheck ''Create Placeholder Textures''.
# On the ''Use Material'' box, click on the box and select the '''global material'''.


Replace the textures in the materials with your own textures and be sure that your models have the right materials assigned.
Now back in Switch Toolbox, go to the "Objects" folder in your base background. Right-click and select '''Import Static Object''' and select your .dae.
<br> After everything is finished, you can save your file.


[[File:Final.png|frameless|600x600px]]
[[File:bgs importing in Switch Toolbox.png|frameless|505x505px]] [[File:bgs_objects_imported_into_Switch_Toolbox.png|frameless|442x442px]]


Your models have now been imported! Be sure to fix the materials in Switch Toolbox, and import any textures you might need. Then save your file.

[[File:final_bg.png|frameless|630x630px]]
[[Category:Guides]]
[[Category:Guides]]

Revision as of 20:38, 27 November 2022


Custom backgrounds can definitely help your levels look great. This tutorial will explain the basics of importing your own bg models.

Prerequisite

You will need:
Switch Toolbox
Blender
Global Mat File

Exporting Models

First, you'll want to export the background model you want to use as a base.
In Switch Toolbox, open the file of the background you want to base your new background off of (A list of each background and its description can be found here.).
Double-click the BFRES, open the Models folder, right-click the model and export as .dae.

Import the bg model into Blender and scale the model down by 0.01. [If the model shows Z-Fighting, increase the Clip Start by x10.]
Then add your own models into the bg but be mindful of any model-related limitations the game may have.

Parenting Your Model

  1. Highlight on your model(s) in object mode and then shift hold click the armature.
  2. Click Ctrl + P and click the button With Empty Groups.
  3. For every model, highlight the model in edit mode and assign the model to the root bone in the vertex group tab. [Root bones are mostly named the bg you are trying to add models too.]

Importing into Switch Toolbox

Highlight only your model(s) and export as .fbx while also ticking the Limit to Selected Objects. [Make sure the scale is 1 when exporting.]
Back on Switch Toolbox, right click on the Textures folder, and click the import button.
Import all your the textures and make sure the format is set to T_BC3_UNorm.

Go to the Objects folder, right-click and select Import Static Objectto import your .fbx.

On the Import Settings window, click Ok on the first window and on the second window on the model tab:

  1. Uncheck Create Placeholder Textures.
  2. On the Use Material box, click on the box and select the global material.

Replace the textures in the materials with your own textures and be sure that your models have the right materials assigned.
After everything is finished, you can save your file.