09-05-2017, 07:47 PM
(This post was last modified: 09-05-2017, 08:01 PM by KillzXGaming.)
(08-30-2017, 09:34 PM)Random Talking Bush Wrote:(08-30-2017, 05:46 PM)Atlas Wrote: There's an error when importing BodyK_Gla, vehicle from MK8 DLC:Hm, guess you'll need to comment out / delete that line (#249) for now until I figure out what's going on there.
https://image.prntscr.com/image/9qqC-RkB...yUUbKQ.png
(EDIT: Also, I've been meaning to upload this for a while, but here's my script to unpack the BARS sound archives from the Wii U version of Breath of the Wild and various Switch games.)
https://mega.nz/#!e5RHwDiD!ictDW9rciJF-f...uwahLSg8pk
My friend also might've messaged you on this, i was wondering if you could display the float values in the debug output in max of the material gsys_bake_st0 and also gsys_bake_st01 that Mario Kart 8 uses. This controls the tile scale and the transformation offsets and may be very useful knowing the placement of these. The game basically has 2 bake maps, one for shadows and another for a vertex color like effect controlling bits of shading on walls, and lighting being emitted and other effects.
For specifics in case you want to know.
First float = U scale
Second float= V scale
Third float= U offset
Fourth float = V offset
I don't need to have the UVs set in the right position for now, just the values in the output log.