Hey, I am attempting to make some small model edits to awakening's models, in a similar vein to how people have edited models in the 3ds pokemon games. I've gotten as far as using FEAT to decompress the models from the romfs dump, saving and exporting said files as .daes via SPICA, and adding to/editing them in blender. After this is where I've hit a roadblock: the game's models, when decompressed, are these ".m" files (which can be viewed in SPICA). I have no idea how to convert my exported .objs from blender into this .m format so that the game can read them correctly. Just recompressing the .obj as a .lz folder with the proper file name and recompiling the game resulted in an expected crash upon viewing the in-game model. Any idea on how to make this work?
I should probably add how I basically have no idea what i'm doing and have gotten this far only from scavenging information from other forum posts unrelated to Awakening specifically, so if what i'm trying to accomplish could never work with how the game is coded then I have no idea. Would having extra polygons from additions to the model make this impossible?
For reference, I am using this simple model edit of Chrom with an added sphere to his model as a test to see if this works, with no luck so far.
I should probably add how I basically have no idea what i'm doing and have gotten this far only from scavenging information from other forum posts unrelated to Awakening specifically, so if what i'm trying to accomplish could never work with how the game is coded then I have no idea. Would having extra polygons from additions to the model make this impossible?
For reference, I am using this simple model edit of Chrom with an added sphere to his model as a test to see if this works, with no luck so far.