01-27-2022, 09:36 PM
(01-27-2022, 08:52 PM)New3DsSuchti Wrote: Oh that's awesome!Right now I just set up 3DS Max to use the suggested default gamma value of 2.2 for the example above, and that seemed to do the trick for the most part (because without it, yeah, I've noticed they're very dark by default and even parts that are supposed to be pure white have values of around 0.439088 instead). But since you brought it up, it shouldn't be too difficult to add in a color multiplier option (even if it might cause side-effects with certain models), so I'll go do that right now.
I do got the values for the colors from the .trmtr file I think it was called, but the colors where all way too dark and sometimes not even right, so i used the lym to color it myself.
What about the gfpak's tho?
Did ya got a script for those too or do you used toolbox without the hashes?
And for the GFPAKs, I just extracted those using a modified version of the script I originally wrote for Let's Go (only needed to change the compression format) and I've gone through the process of manually checking and naming them all. I'll upload the characters, Pokémon and the unpackaged miscellaneous models tomorrow (at the same time as the script update) to save others the hassle of doing so themselves. Trying to get all the map models named would definitely be a nightmare in its current state.
(01-27-2022, 08:57 PM)Lilothestitch Wrote: Cool. How did you get the material colors for the models?There are four sets of material parameters per model, named "BaseColorLayer1", "BaseColorLayer2", "BaseColorLayer3" and "BaseColorLayer4", which are color values assigned to the respective _lym texture's red, green, blue and alpha channels respectively.