I did some tests, and it seems like 4.6 is definitely the magic number! It looks pretty close to me, though the darks aren't quite as dark, its acceptable by my standards.
For comparison:
the top-left: Alvare's original image (which I believe is a 100% accurate color representation from OoT3D).
top-right: My original image, using v * 2 * c formula, and adjusting exposure to 1.2.
bottom-right: New formula using v * 4.6 * c, and exposure reset to 1.0
bottom-left: bonus image, view from top of Death Mountain.
And here's a comparison of the Gerudo path entrance to the same spot on Noclip.website (which I also believe is 100% recreation):
https://cdn.knightlab.com/libs/juxtapose...95d9b17862
You can see the differences, but they're pretty minor. And part of it has to do with Eevee's lighting engine, which will always have some effect on the scene, unless you set everything to use a Diffuse material.
I also made some updates to my OoT3D script that make it easier to use. Now the script checks whether the nodes exist first, and only creates new ones if they don't -- this way you can run the script multiple times and adjust values. I also changed the "Vertex Color Multiplier" to be a variable (its x at the top of the script). So you just have to change this one number to mess with the vert color multiplier.
I'm just gonna ask again while I'm here: does anyone have the "romfs" folder for Majora's Mask files, or could help me find some instructions on how to generate my own? Googling has either led me here, or to many broken links.
There was a post a few pages back mentioning HackingToolkit9DS https://github.com/Asia81/HackingToolkit9DS-Deprecated-
But when I tried that method, I got a bunch of .bin files, but wasn't able to extract anything from them. Running the tool further just generated empty folders, so I'm not sure what I'm doing wrong.
EDIT: I eventually did figure out how to get the romfs folder for Majora. The issue I was having having was something to do with my files being corrupted from a botched decompress or something. I have no clue.
EDIT2: Ripping Majora maps coming along nice. This method seems to preserve the vertex colors/alphas well. Pics from Blender 3.1:
For comparison:
the top-left: Alvare's original image (which I believe is a 100% accurate color representation from OoT3D).
top-right: My original image, using v * 2 * c formula, and adjusting exposure to 1.2.
bottom-right: New formula using v * 4.6 * c, and exposure reset to 1.0
bottom-left: bonus image, view from top of Death Mountain.
And here's a comparison of the Gerudo path entrance to the same spot on Noclip.website (which I also believe is 100% recreation):
https://cdn.knightlab.com/libs/juxtapose...95d9b17862
You can see the differences, but they're pretty minor. And part of it has to do with Eevee's lighting engine, which will always have some effect on the scene, unless you set everything to use a Diffuse material.
I also made some updates to my OoT3D script that make it easier to use. Now the script checks whether the nodes exist first, and only creates new ones if they don't -- this way you can run the script multiple times and adjust values. I also changed the "Vertex Color Multiplier" to be a variable (its x at the top of the script). So you just have to change this one number to mess with the vert color multiplier.
I'm just gonna ask again while I'm here: does anyone have the "romfs" folder for Majora's Mask files, or could help me find some instructions on how to generate my own? Googling has either led me here, or to many broken links.
There was a post a few pages back mentioning HackingToolkit9DS https://github.com/Asia81/HackingToolkit9DS-Deprecated-
But when I tried that method, I got a bunch of .bin files, but wasn't able to extract anything from them. Running the tool further just generated empty folders, so I'm not sure what I'm doing wrong.
EDIT: I eventually did figure out how to get the romfs folder for Majora. The issue I was having having was something to do with my files being corrupted from a botched decompress or something. I have no clue.
EDIT2: Ripping Majora maps coming along nice. This method seems to preserve the vertex colors/alphas well. Pics from Blender 3.1: