![]() ![]() Once I finished this, I had a working version of Urchin Underpass. A Miiverse material was also imported so that Miiverse posts on walls would appear. I also imported materials that allowed for transparancy. I imported the background (referred to internally as the “distant view”) model. For the metallic texture, I could just ignore it by using a placeholder texture. I constructed an automated toolkit to automatically invert the specular texture to create a roughness texture. While I could use the albedo and normal textures directly, I had to convert the specular textures into roughness. I had to do some work with the textures to get them into the format that the Switch expects. I won’t go too much into PBR here, so consult Google for more details if you’re interested. The PBR style that Splatoon 2 expects consists of “albedo”, “normal”, “roughness”, and “metallic” textures. In Splatoon 2, they transitioned to physically based rendering (PBR), which allows for a more ‘realistic’ rendering style. Each material has its own “albedo”, “normal”, and “specular” textures. Splatoon 1, like many Wii U games, uses a traditional rendering model. Splatoon 2 introduced a huge upgrade to the rendering system. I used Wexos’ Toolbox, a Wii U tool, to import the big endian KCL and export it as little endian.Īfter some work, I then had an inkable version of Urchin Underpass.Īfter this, I also imported textures from the Wii U model. These KCL files were stored in big endian on the Wii U, but the Switch expects a little endian KCL. ![]() Collision is stored in “KCL” files, which also contain flags for things like if a material is a grate/fence, is inkable, is a death barrier, is water, etc. In terms of collision data, I was lucky that the Splatoon 2 development team did not change the collision format. Once I confirmed that the import worked, I began to import inkable materials for surfaces that should be inkable. In my testing version, I used a non-inkable material to see if the model import even worked. One such flag says whether the material is inkable or not. Each material designates which textures should be used, which shader, and various flags about the group of polygons. In 3D modelling, each group of polygons is assigned a “material”. I already had experience with converting Splatoon 2 models to Splatoon 1, and the process from Splatoon 1 to Splatoon 2 is very similar. ![]() I then experimented with the toolbox, making a testing version of Urchin Underpass. Late last month, KillzXGaming released a beta version of their Switch Toolbox. I had to wait for someone to release a BFRES editor for the Switch. Because of this, we could not use existing BFRES tools for the Wii U. This format was actually carried over from the Wii U (codenamed “Cafe”, which is why the BFRES acronym includes “Cafe”), however, the BFRES format did undergo drastic changes in the transition to the Switch. In Splatoon 2, models are contained in BFRES ( Binary Ca fe Resource) files, which contain model data, textures, animations, and more. ![]()
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