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As for the animated textures what I believe I did for the water in the heaven garden map was to add looping key frames translating the tilled water texture in a single direction, which I did in unreal not blender. I did this with a static texture if my memory serves me right, If you have multiple sprites that you need to cycle through that is going to require a different technique and unfortunately I haven't used unreal enough to give you any advice with that.
Also if you found the whole map in a single file that's great and you should use that. In the version of the game that I was using most of the maps objects were split apart.
something wrong.
I've loaded a texture-less mesh of Mafia Mansion into blender
(it was an .obj file simply titled "combined mesh") and started applying textures to it in the shading tab. Now the question is:
Do I need to rebuild the map from scratch???
Cause everything seems to already be in the map and I don't have to resize anything. Also there seems to be a texture file just titled "Atlas" which contains half of the textures in the map.
Is it possible to port the light map? There is a .jpg file with the lighting in it but I'm unsure if it counts as a material or what I have to do with it
The skybox also seems to be animated since the clouds "rotate" around the map, but I'm yet to find the file.
The textures which I imported into blender appear blurry and they aren't exactly the right resolution. Where can I change this? there are also some weird white lines where the meshes connect. I attached an imagine to see what I mean:
https://imgur.com/a/Q53Gc0i
The picture compares the textures from in-game and blender view
Should the entire project/map be exported in a single file? At the start I wanted to export it as a .smd file and then through a long process convert it to .mdl, but I'm unsure if this is the right way as I heard lighting might be broken.
How did you export the map?