auto on 27/6/2026 at 08:44
I'm in the final stages of completing the beta model, but I'm running into issues I can't resolve myself. if anyone knows how to correct these issues, please let me know:
- Player character no longer casts shadows
- Player character has a glow to the full model in & out of light
- Shadows appear infinite black on model
Here is a link to the images that show these issues, in game they are visible
(
https://postimg.cc/gallery/zgLMLyQ)
Disregard the textures, they will be redone once I can figure out how to resolve these model issues. I don't know if it's a problem within Blender, or the .psk plugin removing necessary info on export, or if it's the way T3ED is rebuilding the model when I take the .ski & .pro from T3ED
snobel on 30/6/2026 at 19:55
I've experimented a bit with the PSK plugin for Blender. The error you get is because of some object having an unexpected size (40 bytes). From a quick search that object is normally 16 bytes. And looking at the original Garrett_08.psk, the actual objects in there are also 16 bytes... So I changed that value from 40 to 16, and then the import succeeds:
Inline Image:
https://www.dropbox.com/scl/fi/fo4h07gayhrrxvcwncr19/Screenshot-From-2026-06-30-20-00-00.png?rlkey=94tmotpv7uuyvmb7srjjiuzyk&st=zf5rm7ea&dl=1(Here I've imported using the default options and applied the original materials I set up for Blender, for my City merge mesh editing.)
I also tried re-exporting, and inspecting the file in T3Ed. The animations play the same if I export using Z up, Y forward or Z up, -Y forward - trying both as Blender's coordinate system is the same as T3Ed's
except for the Y axis being inverted. For one of them I had expected Garrett to be turned 180° relative to the animations but both seem to work so I don't know what's going on there. Maybe the mesh will turn out to be mirrored in one of them.
Exporting using Z up, X forward is not correct - the anims play differently compared to the original.
I've uploaded the changed file and the three exported ones (
https://www.dropbox.com/scl/fi/lqi73ccbjpfp64s0502pw/Garrett_08-test.zip?rlkey=hz7en1uqd738uhcgqte1gqut6&st=j8di2siu&dl=1) here, maybe you can test it some more and see if it's a way forward. It's of course very possible that some information has been lost due to that edit...
If you want, I can upload the T3 materials for Blender too.
Edit: (
https://www.ttlg.com/forums/showthread.php?t=138607&p=2539721&viewfull=1#post2539721) Linking back to your post in the SU thread, for reference
auto on 30/6/2026 at 22:47
Quote Posted by snobel
I've experimented a bit with the PSK plugin for Blender. The error you get is because of some object having an unexpected size (40 bytes). From a quick search that object is normally 16 bytes. And looking at the original Garrett_08.psk, the actual objects in there are also 16 bytes... So I changed that value from 40 to 16, and then the import succeeds:
Inline Image:
https://www.dropbox.com/scl/fi/fo4h07gayhrrxvcwncr19/Screenshot-From-2026-06-30-20-00-00.png?rlkey=94tmotpv7uuyvmb7srjjiuzyk&st=zf5rm7ea&dl=1(Here I've imported using the default options and applied the original materials I set up for Blender, for my City merge mesh editing.)
I also tried re-exporting, and inspecting the file in T3Ed. The animations play the same if I export using Z up, Y forward or Z up, -Y forward - trying both as Blender's coordinate system is the same as T3Ed's
except for the Y axis being inverted. For one of them I had expected Garrett to be turned 180° relative to the animations but both seem to work so I don't know what's going on there. Maybe the mesh will turn out to be mirrored in one of them.
Exporting using Z up, X forward is not correct - the anims play differently compared to the original.
I've uploaded the changed file and the three exported ones (
https://www.dropbox.com/scl/fi/lqi73ccbjpfp64s0502pw/Garrett_08-test.zip?rlkey=hz7en1uqd738uhcgqte1gqut6&st=j8di2siu&dl=1) here, maybe you can test it some more and see if it's a way forward. It's of course very possible that some information has been lost due to that edit...
If you want, I can upload the T3 materials for Blender too.
Edit: (
https://www.ttlg.com/forums/showthread.php?t=138607&p=2539721&viewfull=1#post2539721) Linking back to your post in the SU thread, for reference
So, the .psk's labeled "Garrett_08-exp+x" & "Garrett_08-orig_edited" work just fine. Im going to test if i can take the model from my .psk and replace it with the model from one of these, to see if T3ED does anything wonky when generating the files. In the end, that shouldnt seem to matter all too much, but it might fix the last error I could not resolve. For some reason using the new model I had created, when rotating the camera in a specific direction, Garrett's arms will disappear. This doesnt happen when rotating the viewport in any direction on the original model, so I suspect it had something to do with how I had to rotate the model on the axis when setting up the files in T3ED. Ill let you know if it ends up working, thanks for figuring that out for me. I figured the original model was lost forever :angel:
snobel on 5/7/2026 at 09:07
I've investigated the PSK files some more - so for completeness, here's some additional notes and observations:
The T3 devs have added non-standard chunk types. There's one called VTXW0001, which seems to be a superset of the standard VTXW0000, adding what looks like a pair of unit vectors. The size of the VTXW0001 objects is actually 40 bytes, so I assume this is where the size bug comes from. So, fixing the size for the official VTXW0000 chunk entries, or patching the import plugin to not check the size, should be safe.
In Garrett_08.psk, in addition to the VTXW0001 chunk (which may add smoothing information or similar) there's an additional custom chunk for materials (SMAT0000) and one for skins (SKNS0000). The skins chunk contains two entries, "Garrett" and "Garrett-Stitch". (Garrett looks different in the Stitch? I never noticed.)
The Blender plugin will of course ignore those custom chunks on import and not generate them on export.