I'll spare you the agonizing details, but I managed to get the file in OBJ form.
Here's the file, if you want it. My hope was that it was already UV unwrapped (it is) and that way you can transfer the texture from the old UV layout to a new one. Problem is the UV map is off the map so it will have to be fixed.
Let's begin. First, if you clone a hat note that you'll have to
change the region map. If you don't change the region map when you equip the ears the game will display one of the hair chops and you don't want that.
Open the hat's LOD 0 then import the OBJ *
Select the hat and press X to delete it. Keep the rig; you'll need it. Keep the hat, too. You'll need it to transfer the uv_1.
*File > Import > Wavefront (.obj), navigate to the OBJ and open it.
*Select the ears, edit mode, press A to select everything.
*In the UV editor, press A to select all of the islands.
*In the UV editor, Image > Open Image, open one of the ear's textures.
*In the 3D window, press N to open the side panel.
*Under Shading change the dropdown menu to Multitexture. Enter texture shading and you'll see the texture on the mesh. If you move the UV islands around, you'll see the changes on your mesh in real-time. Press N to close the panel again. Ignore the left side of the screenshot.
*With the UV islands selected, press G, Y, and move the islands on top of the texture. Keep an eye on what's happening in the 3D window.
Transfer the uv_1*Rename the existing map to "uv_0."
*Click the plus sign to add a new map.
*The new map will be named "UVMap." Change the name to "uv_1." This is case-sensitive.
*Select the uv_1.
*Do what the screenshot shows to transfer the uv_1.
*You can delete the hat at this point. Sometimes, you need the EA mesh to transfer weights, too, but the ears will need only one weight and that can be added manually.
Vertex paint*Select the ears and enter vertex paint mode.
*Press T to open the side panel.
*Click the color bar, in the window that pops up enter the hex #007f00.
*At the bottom of the 3D window, Paint > Set Vertex Colors.
This screenshot shows you how but it shows a different hex#.
Now to add a material*Click the materials tab, click New.
*Click the texture tab, click New.
*Click Open and navigate to your texture.
*Click the data tab (it has an upside-down triangle icon).
*
The UV map, in this case, will be named "UVMap." It should be named "uv_0" if you followed the instructions above. Click the plus sign to duplicate the map. It will be named
"UVMap.001." It will be name "UVMap."
*Select
UVMap.001. UVMap.
*In the UV editor, press A to select all islands (if not already).
*In the UV editor, press X to remove the current texture.
*Image > Open Image and open
the CAS map.
*The UV islands will be stretched vertically because the UV map shape changed. Press A to select all of the islands (if not already), S, Y, 0.5.
*Put the islands in the hat section of the CAS map. Scale them with S if you need to.
*Make sure you've selected UVMap.001!
*In the UV editor, click the X to remove the CAS map.
*Click New and add a black background—make sure your settings match mine.
*Click the Render tab. It has a camera icon.
*Make sure your settings match the screenshot (ignore the right side of the image).
*Make sure all of your UV islands have been selected.
*Click the bake button. Blender should bake the texture to your new UV layout.
*Export the image. Image > Save as Image. It'll save as a PNG.
*Export the UV layout, as well. UVs > Export UV Layout. It will be a PNG. You may not need this but I always export it just in case.
*Delete the
UVMap the old uv_0 by pressing the button with the minus sign.
*Rename
UVMap.001 UVMap to "uv_0." UVMap is the one that has your new UV layout.
The instructions above are for the texture.
You will need to vertex paint the ears black. If you paint them black they won't respond to the CAS sliders but there's no need for the sliders to work on the ears anyway given that they are on top of the head. Normally, you'd need a uv_1, as well, (which is also needed for the CAS sliders) but again, it's not necessary in this case. Add the weightSelect your mesh, edit mode, press A, click b__Head__, click assign. Your mesh should turn red.
Assign the cut number of GEOM and 0000 and save your file. This is your LOD 0. Reduce the polycount to make your LODs. You can use
decimate which will wreck your topology (I hate it) or select edges and dissolve them (X > dissolve edges).
Note that your diffuse will need to be a DDS because it requires transparency and transparency requires an alpha channel. You can use Hue/Saturation to change the colors of your diffuse.
Also, note that you'll have to change the shader of the hat to *
I think* Simglass so that the transparency will be displayed.
You'll need to make a specular map and bump map. Neither is hard so don't panic. I can walk you through it when the time comes.