04-29-2022, 08:37 AM
(This post was last modified: 04-30-2022, 08:51 PM by Random Talking Bush.)
(04-28-2022, 08:09 PM)Xathonn Wrote:(01-27-2022, 08:38 PM)Random Talking Bush Wrote:How do I get the script to automatically color the textures? I've tried converting them to dds then to png before running the script but the textures still end up being all white.(01-27-2022, 08:16 PM)New3DsSuchti Wrote: The new models are great, but have fun with the textures tho since they are all white and you most likely have to paint them by hand...Thankfully my script sets up the material colours for those automatically.
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(04-29-2022, 05:40 AM)F0x06 Wrote:(04-28-2022, 08:09 PM)Xathonn Wrote:(01-27-2022, 08:38 PM)Random Talking Bush Wrote: Thankfully my script sets up the material colours for those automatically.How do I get the script to automatically color the textures? I've tried converting them to dds then to png before running the script but the textures still end up being all white.
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I wondered the same thing. But i guess the script it's not made to color the textures... reading the code i figured out that it only changes the color of the materials. In addition to that, I don't know why, it doesn't even work in my case. I don't know how to inform RandomTalkingBush about this, since he doesn't seem to be active on this thread, or on his Twitter account...
ohboy.
Okay. So. The Script that RTB used was a custom script that auto-colored everything for them. We don't have access to those scripts because they haven't shared them. What you can do is recreate it in blender, since what the Legends:Arceus models use is something i like to call 'Color Assignment'. Color Assignment is where the colors are decided by the game engine upon running- where the textures don't have a set color, but instead use an ID/Color Assignment Map, which is the RGB/A texture (named LYM in L:A files).
I have a tutorial that I created some time back that goes over this, https://youtu.be/Ewy5w3Nj_NA , so you can watch that and learn how to set it all up in Blender, which, if possible since i don't know 3ds max, you can set it up in 3ds Max after.
And if you want the actual colors of the models, then it's either a guessing game, or you somehow manage to extract the exact colors from one of the other files in the extracts, since those are stored in there. (i believe the files are the .trmtr that the color's stored in). So if you crack that code, feel free to share the info here.