Converting RSM2 into RSM

May 15, 2021 0 Comments


From RSM2 to RSM

Want to use a model but he is a rsm2 file? Fear not, as you can convert him into rsm! Interested? Then, check the tutorial below!

Requirements
* rag2gltf | Check the link for the program here.
    - You need this tool to convert several models into the glb format

* Blender to export the models as FBX | Check the link for the program here.

* RSM Converter to convert FBX into RSM | Check the link for the program here.

* Bromedit to assign the texture and adapt the size of those RSM files | Check the link for the program here.

* XVI32 HEX Editor, to change the version of the model, so that browedit 586 won't crash (and you will have to use browedit 586 in the end, no matter what you do, for the final save). | Check the link for the program here.

Have everything stated above? Then you are ready to process with the conversion! Check the step-by-step below.

Step 1
  1. Make sure you have, inside the rag2gltf main folder, the 'change' folder and the 'data' folder:
    • The models must be extracted directly into the folder 'change'. Otherwise, you will see some errors;
    • The 'data' folder must contain the textures according to their path in the GRF:
      • Make sure to use the line: 'glb data\model.rsm'. Otherwise, the next model you convert will always mess up the previous one. So you must use the 'change.bat' file mentioned before;
  2. Inside the rag2gltf main folder, create a file and name it as 'change.bat'. Don't forget to add the following code inside the file.
@echo off
for /r change\ %%i in (.) do (
echo %%i
rag2gltf.exe --glb data\model.rsm %%i
)
pause


Step 2
Now that you have configured the 'change.bat', as well confirmed the existence of both 'change' and 'data' folder inside the rag2gltf folder, you can start the model conversion into glb format, using the rag2gltf tool.

Step 3
With the model in the glb format, you are ready to start the next step, which envolves the blending process. This step is important because is through it that you will be able to export the model as FBX. Before starting the this step, it's very important to do the following reviews:
  1. Before importing the glb files, make sure that the following options are checked: 'pack images', 'merge vertices' and 'guess original bind post'. Those options must be checked, because the vertices have to be joint, or the shading won't work well in the RSM format;
  2. After importing the files, make sure to verify if the model that you are converting contains more than one mesh. If he contains more than one mesh, make sure to always revise them to make sure that each mesh that uses the same texture to another one, is actually using / referencing to the same texture. Otherwise, you will have repeated textures in your RSM files.
If the previous items are OK, then you are ready to proceed with the blending process, which can be made following these steps:
  1. In Object Mode, select all of the models using the key 'A' and use Ctrl + J;
  2. Flip the models in 'X' and 'Y' vertices, on a Global Scale:
    • For 'X': Object Mode -> Object - Mirror - X Global.
    • For 'Y': Object Mode -> Object - Mirror - Y Global.
  3. Press Ctrl + A and select Scale. 
    • This step is important since the flipped models values will become its default X1, Y1 and Z1 size;
    • Also, it will help you re-scale the model perfectly in Bromedit; 
    • Keep in mind that you must do this very carefully, since you may run into trouble if the model is scaled in decimals.
  4. Convert the model as FBX:
    • Attention: Unfortunately RSM Editor can't make animations very well and the model may end up making "small jumps". Because of that, it's recommended to export them with "Bake Animation" disabled.

Step 4
Now that you have the model as FBX, it's time to convert him into RSM format, using the RSM Converter!
In this step it's very important to pay attention to some things:
  1. Before you start the conversion process, you must verify if the model you are trying to convert is or isn't contained completely in a 3d mesh. It's important to define this at the beginning since you will need, to define the RSM Model Converter settings. For this step, follow this small explanation:
    1. Shading: always use the smooth shading;
    2. Animation evaluation fps: always use the 30 fps;
    3. Animation speed: always use 1.0;
    4. Two side: 
      • Always enabled if the model isn't contained in a completely 3D mesh, or has areas made of flat meshes. such as anything having plants, or things such as curtains.
      • Always disabled if the model is fully 3D, such as a rock.

    Step 6
    If you are in this step, it means you successfully converted the FBX into RSM! Congratulations! But wait, because there are a few more steps!

    Now that you have the RSM file, it's time to use the Bromedit to assign the texture and adapt the size of those RSM files.

    In this step it's very important to pay attention to some things:
    1. When Resizing the model in Bromedit, it's important to note that the models will be always 100x their size and, because of that, you need, under Scale, change the three X, Y and Z values from 100 to 1;
    2. Add the textures accordingly in the 'Textures Box':
      • In this step, you can use either the button 'Edit' or 'Add";
      • As long as the textures are in order and the amount is correct, the model will work perfectly;
      • It's recommended to have the GRF Editor open, so that you can read the textures in each model and type them down;
    3. Save the file.

    Step 7
    After resizing the model in Bromedit, it's time to Hex it using XVI32 Hex Editor, so that their Rsm.Header.MinorVersion number is 04 instead of 05.

    This step is important because it's through the Hex Editor that you will be able to change the version of the model, so that browedit 586 will not crash.

    Step 8
    Wow! If you arrived at this step, it means you successfully converted the model to RSM and is ready to use it in Browedit, Congratulations!!

    Observations
    * You can convert multiples models at the same time. To do that, you just need to place the models inside the 'change' folder and use the 'change.bat' to convert them;
    * You can use this method to convert normal RSM files into glb.

    Credits
    Mina-chan for the step-by-step.

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