Traindude, on 24 February 2023 - 06:34 PM, said:
I'm in the process of doing that right now, but I want to know what to tell Blender to export it as: "glTF Binary (.glb)", "glTF Separate (.gltf + .bin + textures)", or "glTF embedded (.gltf)". Which one is correct?
Either one would work, but for testing purposes the best would be the .gltf + .bin + textures. That is the easiest one to open with a text editor in case of problems. But as the others are saying, everything should work already, even with an .s file. ;-)
Genma Saotome, on 24 February 2023 - 08:21 PM, said:
For my own education, could some one post a simple .gltf file that has a couple of textures? Thanks in advance.
You can find a bunch of these in the repository I mentioned above somewhere:
https://github.com/K...tree/master/2.0
These are the ones I am using as a test suite for the implementation.
Genma Saotome, on 24 February 2023 - 05:46 PM, said:
For my own projects I have 5400 models in one route, 1300 in another, almost all are custom built and reuse textures LOTS of textures*.
But how many of the models with shared textures are residing in separate directories? Keep in mind, reusing textures are still possible per se. The only issue is where those textures are. Now your route is arranged in a traditional way, I assume:
MSTS/ROUTES/YourRoute/SHAPES/
MSTS/ROUTES/YourRoute/TEXTURES/
With this change you need to flatten this to (at least regarding to the gltf shapes):
MSTS/ROUTES/YourRoute/SHAPES/TEXTURES/
And you can continue to reuse all the textures.
Genma Saotome, on 24 February 2023 - 05:46 PM, said:
* Almost all of my textures were designed for reuse -- fully tiling up/down, left/right: Brick, concrete, rust, steel, wood siding, stucco, steel siding, roofing materials and so on.
In any case you won't be able to share textures between .s and .gltf, because gltf base color textures must be in sRGB color space, while the .s textures are in linear RGB.
Genma Saotome, on 24 February 2023 - 05:46 PM, said:
p.s. A thought just occurred: Doesn't embedding the texture in the model file close the door on reskinning?
Since it is an open standard, anyone can unembed the textures and store the whole model in a different gltf form, if that suits better for him.