RGG STUDIO ENGINE PORTING NOTES FOR SOURCE ENGINE TOOLS YOU NEED: https://github.com/Kaplas80/ParManager https://github.com/Timo654/gmdTexcop https://github.com/theturboturnip/yk_gmd_io/releases/tag/0.3.0 https://docs.google.com/spreadsheets/d/1rzEUZKujF64LCgqHjJBe56GyZ_4NNUYSrk7is0eJk3k/ (Character model list, very incomplete) HOW I GET ASSETS?! Dead Souls, Ishin and Kenzan will need their assets manually extracted from the PS3 releases. Judgment, Lost Judgment & Virtua Fighter 5 Ultimate Showdown will need their assets manually extracted from the PS4 releases. PC games' assets can be found in the install folder of the game, usually in 'media\data'. 3-5 remasters don't tend to have much differences for what it's worth; 3-4 did have some upscaling for important characters and hostesses, but 5 is almost 1:1 to the original PS3 release. MESH EXTRACTION The yk_GMD_io plugin will open 99% of GMD files. If you find one that doesn't open, you've found a weird model nobody has ever really messed with, and you should probably let Turboturnip know! GMDs are the model format usually stored in RGG's propietary archive format, PAR. Use ParManager for the following: "OLD" ENGINE MESHES (Yakuza Kenzan - Yakuza Kiwami 1) reactor.par = Weapons and other assets (doors, heat action stuff etc etc). Import using "unskinned" with yk_gmd_io. Textures will be dumped into the same folder on extracting the .par, so use texcop. chara folder = Characters. Textures are usually stored with that character's folder in .par files alongside the mesh. Auth are cutscene models, other models will usually be split and/or in 'adv'. 'adv' WILL have LOD (level of detail) meshes stored inside them; the first model 'layer', usually labelled [l0], is the highest LOD. Hair will also be split into several meshes due to how the old engine handles transparency; just combine it and disable backface culling. NEW ENGINE MESHES (Yakuza 6 - Lost Judgment) asset.par = Weapons and other assets (doors, heat action stuff etc etc). Also import using "unskinned" with yk_gmd_io. Textures will be dumped into the same folder on extracting the .par, so use texcop. chara.par = Characters. Textures are ALL stored in 'dds'. Use texcop to collate all of the relevant textures as opposed to finding them manually. Some characters (Seong-Hui, Yoko Sawa, Yuki etc etc) are all stored in "tops". Few things of note: 6 has adv and auth split for some reason. Kiwami 2 stores everything in one huge folder. Lost Judgment has a chara2.par that is just textures. Essentially, you will learn that RGG Studios do not know the meaning of the word consistency. You WILL learn this. TEXTURES _di = Diffuse. Stores transparency in alpha channel. Some textures have an empty alpha channel, due to the compression, meaning it is advisable to convert them from DDS to PNG or TGA via Noesis or some other app, otherwise they won't show up in Blender. You'd be doing this ANYWAY, but I digress... _tn = Normal map. Old engine will have the red channel stored in the alpha; just copy and paste it into the red channel, delete the alpha and invert the blue channel. _ts = Wrinkle map. Controlled in engine by (I assume) vertex colour. You can reuse this however if you create your own face flexes for the characters; it doesn't and cannot work with bone movement. _tr = Subsurface map. Source 1 can't use this in any capacity, so don't bother. Needs VR Skin shader set for Source 2. Either manually darken the texture (use Alyx's or Russell's head_trans texture for reference) or manually set the brightness to 0.1. There will be insane amounts of light bleed through otherwise. _mt = Specular maps. Old engine is coloured specular, and does not use PBR. However, in Dragon Engine, these are different depending on the type of model you're using. Character: Red: Specular Green: AO Blue: Glossiness Alpha: Repeating texture mask Prop/stages: Red: Metallic Green: Roughness Blue: Tint mask Alpha: USUALLY nothing _rd = Repeating texture diffuse. The Yakuza games make HEAVY use of this for stuff like plain cotton, let alone actual patterns like Majima's snake skin jacket. In Source 1, use $detailscale to 32 or 64 and use $detailblendmode 2. Source 2 doesn't need this; you just use Secondary UV with Overlay, and match the colour of the _rd with Tint Color. Worth noting a handful of these are also just block colours; you can just use Tint Color or $tint. _rt = Micro detail normal map. Not supported in Source 1. It IS supported for Source 2; just set Detail to Overlay & Normal. _rm = Micro detail PBR. Of course, this won't work at all for Source 1. You can *kind of* do this with Source 2, but I wouldn't recommend it; if you swap the UV channels in Blender so UV2 is the primary, you can then use Detail Overlay & Normal for what would be UV1, same for the AO. However, the issue is this means any roughness & metallic from the outfit's _mt cannot be used. It's not an ideal work around but it tends to work okay for characters like Kirara Asuka, who's dress makes extensive use of an _rm texture. _imperfection: Introduced in 7. Adds dirt & dust to character models. I've not been able to find a way to use this in either Source 1 or 2, and nobody ever notices it being there lol. subsurface: LUT image used for calculating subsurface scattering. Like _tr, this is useless for Source 1. It also doesn't really change much in Source 2. It's more a matter of opinion here; personally, the LUT used in Half-Life Alyx works perfectly fine.