Fighter
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Post by bossmob9 on Jan 13, 2017 3:42:25 GMT
How would I make a character start with their damaged textures? You know, scratched up and bleeding.
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Lord of Disruption
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Post by Val E Ryon on Jan 13, 2017 8:58:54 GMT
That would be a job for the patcher. The way I think the damage is recognized is by the game ignoring the colour channels in a texture at first, but applying the red and green channels when your health gauge reaches certain percentages.
But I don't have a clue how to even begin looking for what causes it.
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Post by Rai on Jan 13, 2017 14:27:07 GMT
Wait wait wait, so hypothetically, if Eternity (Or anyone else who researches this kinda stuff) figures that out, and makes it so the game recognises all three colour channels constantly, regardless of health...
We would, technically at least, be able to get fully textured models ingame?
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Lord of Disruption
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Post by Val E Ryon on Jan 13, 2017 15:10:28 GMT
We can do that not only theoretically but practically already, with certain .emm settings.
Damage texture works differently though, and dynamically use dyt.emb shading + coloured textures won't be possible. The color channels that show blood and scratches have a different color in the texture than displayed ingame. It's all a matter of how stuff is being translated by the system.
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Z Team
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Just a regular member passing thru
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Post by The Green Cero on Jan 13, 2017 15:21:31 GMT
val, how do you do it, so if i have a jpg or something, i want to pretty much paste it on the mesh as is? for example logo of agm on a shirt as a "picture" rather then model and dif colors for the logo
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Lord of Disruption
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Post by Val E Ryon on Jan 13, 2017 15:29:04 GMT
it's more complex than that. as I mentioned, you can not mix it with xenoverse's shading system, at least as far as we know. It looks incredibly out of place. Either way, a jpg can't be a texture, you gotta make it a dds.
Best way to do what you want is to use an svg project to convert your jpg into a usable 3d model that then can be shaded in the game.
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