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Vertex colors in IV/V


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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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No, I don't. Maybe we need to look into shaders to understand it.

And the models i a id1_00_ground3.xdr.

Edited by _DK
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NTAuthority

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

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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
Edited by _DK
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NTAuthority

Shader 4 name terrain_cb_w_4lyr

at the very least vertex colors for this one make sense
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NTAuthority

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

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

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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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