02-26-2022, 03:00 PM
(02-26-2022, 02:28 PM)Alexand19 Wrote:(01-27-2022, 08:52 PM)Zero-Chan Wrote:(01-27-2022, 08:38 PM)Random Talking Bush Wrote: Thankfully my script sets up the material colours for those automatically.
Oh that's awesome!
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?
Hey, you are the only post I have found who has talked about the .trmtr files and what they do. Do you know if there is any way to edit them?
I am trying to specifically edit the shiny textures, but since the actual texture files are blank, if i edit them directly it would affect the nonshiny model as well.
I assume the shiny color values are in "pm00##_00_00_rare.trmtr" so I was hoping to edit them from there.
Thank you so much~
Oh, I have a tutorial that actually explains how to shade and color the Legends Arceus models, since they don't use the normal baked color diffuse, and instead use a method i call 'Color Assignment' to get the colors onto the model. Here's the link:
https://youtu.be/Ewy5w3Nj_NA
You'll have to manually color the model using the Color Assignment method, but it also gives you a lot of freedom in what other colors they can use, meaning they can not only use the normal colors, but any other color- meaning that a Hisuian Zorark can be green and blue instead of white and red.
I don't use the trmtr file, since i'm not a ripper or a coder, but the method i showed above works just as well, and even gives you full control over the colors.