Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You are rarely need to change the TOBJ itself as long as you're not change the characteristic of the referenced DDS (planar to cubical or vice versa) or changing the actual file name of it's DDS file.
There are many sources to dig but you can start from the link below to understand the format of TOBJ, as long as you good with hex editing and a bit familiar with CPP syntax:
https://github.com/mwl4/ConverterPIX/blob/master/src/structs/tobj.h
- pmDirectory, pmGraphics, and pmCollision.
When pmg is exported, it generates mat[erial] files (in plain text), which point to tobj files (unique format), which provide communication between pmd, pmg, and dds (textures).
I use ZModeler (not Blender) to edit models. ZModeler imports & exports pmd files, processing companion pmg, pmc, mat, and tobj files, and creating links and mapping to dds files. When an entire model is processed within ZModeler, manual editing of mat and tobj files is not required.
Occasionally, I edit mat and tobj files manually (e.g., accessory icons). I use Notepad++ to edit mat files; I use the tobj editor within ModsStudio2 to edit tobj files. I use GIMP to edit dds files.