You have to get this granny2 file that is posted by me earlier in first post, and configure triexporter and set “download all” option in client to be on, then there are these options:
Then when you have .png files made out of .dds (SageThumbs addon to windows) you have to decompose them to extract these different channels and save as roughness, material, glow, etc, like in previous post is quoted.
explanation of decomposition GIMP 2.8.20 tutorials - 28 - Decompose and Compose - YouTube
Extract RGBA channels using decomposition, and save layers as different images, rougness, albedo, material etc… Alpha is important too as there are diferent usuful data there like these small windows and engines glow data. Then compose as needed.
Note that dds files are flipped vertically to what blender expects as texture. Blender will show every texture messed up when you dont flip them vertically when saving as .png.
When composing normal map the alpha channel have to be color inverted (what black must be white and white must be black, then in compose RGB: red channel have to be green, green have to be alpha and blue have to be mask 255.
Then in blender that texture have to be chosen as normal map and “non color data” chosen just below the “browse image” in the same box. (Or Linear and color space linear too in new Blender 2.8)
Then you can see its really easy to import .obj file into blender, (you may want to fix it by making it Opaque in shader options, if its messed up and transparent in some parts). Then maybe scale it, making it smaller because its so big. I am modifying material then, adding all textures there in “Material”.
Basically building everything in cycles anew. I dont understand what the hell is there by default in materials “shape 1” and “shape 0” so I dont use them.
Download this zip file:
to see the blender file, how material is made and textures inside that folder, as an example.
EDIT: there may be unassigned “material” in the model in place of engines. You will have to choose “edit mode” in blender and select all the mesh of a model, and then “assign” “material” to the whole mesh, so the texture actually shows on model in that place. If you ever have this kind of problem that texture doesnt show somewhere, its a matter of assigning the material with texture to the mesh. UVs are already there so its not a matter of UVs.