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Vertex colors in IV/V

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DK22Pac
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#1

Posted 30 April 2014 - 03:03 PM

That's a bit strange, but IV/V models use vertex coloring for some reason (at least it is presented in geometry vertex buffer).
In IV it looks like a day prelight (remember RW era GTAs), and in V it looks like vertex normals stored there (when there's also a special place for normals in vertex buffer, too).
j74s.png
So, how do you think - for which things they were intended?
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Jestic
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#2

Posted 03 May 2014 - 07:25 PM Edited by MajesticNL, 03 May 2014 - 07:25 PM.

Do you know what it is yet? I can't get my head around it. In IV they used it to fake 'Ambient Occlusion' (rather than a daylight system as in RW era).

What's all the blue gibberish on the sidewalk btw? Can you tell me the name of the model?

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DK22Pac
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#3

Posted 03 May 2014 - 08:42 PM Edited by _DK, 03 May 2014 - 08:43 PM.

No, I don't. Maybe we need to look into shaders to understand it.
And the models i a id1_00_ground3.xdr.

NTAuthority
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#4

Posted 03 May 2014 - 09:01 PM

a channel index into the tint map, possibly? (is the shader named for this shading group a _tnt one?)

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Jestic
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#5

Posted 03 May 2014 - 11:34 PM Edited by MajesticNL, 03 May 2014 - 11:34 PM.

That model is not in ViIV. How did you manage to import the XDR with vertex colors?


DK22Pac
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#6

Posted 04 May 2014 - 01:07 AM Edited by _DK, 04 May 2014 - 02:09 AM.

I've written some tool for converting XDR files into DFFs with normals/UVs/colors export.

a channel index into the tint map, possibly? (is the shader named for this shading group a _tnt one?)

Have no time to check this... Maybe will do it later.

Upd: Dumped shader list, and yes, there are few shaders with 'tint' thing.
  Shader 0 name normal_spec
  Shader 1 name normal_spec
  Shader 2 name normal_spec
  Shader 3 name normal_spec
  Shader 4 name terrain_cb_w_4lyr
  Shader 5 name terrain_cb_w_4lyr
  Shader 6 name default
  Shader 7 name terrain_cb_w_4lyr
  Shader 8 name normal_spec
  Shader 9 name normal_spec_detail
  Shader 10 name normal_spec_detail
  Shader 11 name normal_spec_decal
  Shader 12 name normal_spec_decal
  Shader 13 name normal_spec_decal
  Shader 14 name normal_spec_decal
  Shader 15 name normal_decal
  Shader 16 name normal_decal
  Shader 17 name decal_tnt
  Shader 18 name decal_tnt
  Shader 19 name decal
  Shader 20 name decal
  Shader 21 name decal
  Shader 22 name normal_decal
  Shader 23 name normal_decal
  Shader 24 name normal
  Shader 25 name normal_spec_decal
  Shader 26 name normal_decal
  Shader 27 name decal
  Shader 28 name normal_spec_decal_tnt
  Shader 29 name decal
  Shader 30 name decal
  Shader 31 name normal_spec_decal
  Shader 32 name decal

Jestic
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#7

Posted 04 May 2014 - 05:16 AM Edited by MajesticNL, 04 May 2014 - 05:16 AM.

If it has anything to do with the tint shaders, then how come the whole model is vertex colored and not just the Mat IDs that use *_tnt shaders?

 

So all of those graffiti tags use the tnt shader. Isn't it finny though they modeled the graffiti letters, instead of using a texture on a flat polygon?

http://i.snag.gy/FU18X.jpg


NTAuthority
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#8

Posted 04 May 2014 - 07:44 AM

Shader 4 name terrain_cb_w_4lyr

at the very least vertex colors for this one make sense

Jestic
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#9

Posted 04 May 2014 - 08:13 AM



 


Shader 4 name terrain_cb_w_4lyr

at the very least vertex colors for this one make sense

 

But that's vertex alpha right? It's all confusing!


NTAuthority
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#10

Posted 04 May 2014 - 06:35 PM

But that's vertex alpha right? It's all confusing!

how are you going to blend 4 layers with only vertex alpha?

_CP_
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#11

Posted 05 May 2014 - 06:30 PM

I've written some tool for converting XDR files into DFFs with normals/UVs/colors export.

 

 

Maybe it is a little offtopic, but is there any chance to release your converter? And second question - did you looked into embeed textures inside .XDR? Could you extract them in this moment?


Jestic
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#12

Posted 05 May 2014 - 10:40 PM



 



I've written some tool for converting XDR files into DFFs with normals/UVs/colors export.

 

 

Maybe it is a little offtopic, but is there any chance to release your converter? And second question - did you looked into embeed textures inside .XDR? Could you extract them in this moment?

 

 

I don't know if you know this (I think you do) but you can use the XDR2XTD converter and then open them with GTA5 Console Texture Editor to get the textures. It's not convenient I know, but it's the only way currently.


DK22Pac
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#13

Posted 06 May 2014 - 02:40 AM

Maybe it is a little offtopic, but is there any chance to release your converter?

Planning to do it after finishing xft converter.
http://imgur.com/a/zfEqP#0

Maybe it is a little offtopic, but is there any chance to release your converter? And second question - did you looked into embeed textures inside .XDR? Could you extract them in this moment?

Yes I looked to them but have only general presentation about them atm.
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_CP_
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#14

Posted 06 May 2014 - 06:35 AM

What can I say? Brilliant work. I hope you keep original hierarchy and we won't wait so long for your release.




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