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UVs from early 2010 BCMDL files from E3 do not export and parse correctly #107

@LandonAndEmma

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@LandonAndEmma

It seems that UVs for early E3 2010 BCMDL models from https://archive.org/details/nintendo-3ds-prototypes-2010 don’t convert properly when exported to DAE or GLTF. They display correctly in the model editor, but once converted, the UVs often appear misaligned.

There’s also an issue where materials in this early 2010 format fail to reference their textures correctly—likely due to a parsing error. As shown below, I have to manually link textures to materials, even though they appear normal within the editor:

Image

When converting, some UVs display correctly in DAE but not GLTF, and vice versa. The results vary: some materials appear close to the in-game look, while others are completely off.

GLTF Example: Image

Here, the trees and pipes look distorted compared to both the editor and the in-game appearance. It’s clear that the GLTF conversion is misinterpreting certain parameters—likely due to differences in how it handles the new parsing format.

DAE Example: Image

The DAE export matches the editor view almost perfectly, though the editor itself still parses UVs slightly incorrectly.

In-Game Reference: Image

In-game, the pipes are clearly incorrect in the editor, while the trees are closer but still slightly off (notably, a bit of the log texture appears near the top).

This can be fixed easily by setting the material wrap mode to “mirror”, similar to how it’s handled in Blender. However, this fix currently only applies to DAE exports—indicating that GLTF conversion still has a bug that prevents proper mirroring behavior.

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