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Post by Saitama on May 26, 2015 14:44:49 GMT
Ok, I know this sounds silly.. since we already have a dozen different scouter, but hear me out. There are 3 kinds of scouter; old model, new model, and the standard model. And each comes in 4 different color... what a waste of space. Since we can just change their color instead of having the same model but in different color, maybe we can use those unused accessory slot for other stuffs. So, maybe we can just have one colorable scouter for each model and get 9 slot for accessories I can replace for tail accessory or swords. But really tho, who uses scouter accessories? p.s. I'm new here, be nice.
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Post by The Mad Titan on May 26, 2015 16:22:35 GMT
p.s. I'm new here, be nice. no worries i dont bark at new people So here is the thing. go to texture and model mods . there is a thread form a guy named shinji . his expertise is scouter mods. take a look. they are pretty cool
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Post by Komodo on May 26, 2015 16:26:37 GMT
I was just toying around with this... I know how to change the colors but I can't seem to make it colourable. Taking a look at Yusion's emm/embs to try and work it out.
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Post by kthxbai on May 26, 2015 16:44:56 GMT
I was just toying around with this... I know how to change the colors but I can't seem to make it colourable. Taking a look at Yusion's emm/embs to try and work it out. Accessory items are different as they dont use .dyt.emb files they only use a combined .emb file which has the texture and colouring in one file.
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Post by Komodo on May 26, 2015 16:50:59 GMT
I was just toying around with this... I know how to change the colors but I can't seem to make it colourable. Taking a look at Yusion's emm/embs to try and work it out. Accessory items are different as they dont use .dyt.emb files they only use a combined .emb file which has the texture and colouring in one file. So is there a way to get around this? See I figured I'd just duplicate the materials I wanted colourable (light+visor) and smack one of these on them.
Then edit the individual color palettes to the same sample from his files.
All that accomplished was an ugly skin-coloured visor.
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Post by kthxbai on May 26, 2015 16:55:57 GMT
Accessory items are different as they dont use .dyt.emb files they only use a combined .emb file which has the texture and colouring in one file. So is there a way to get around this? See I figured I'd just duplicate the materials I wanted colourable (light+visor) and smack one of these on them.
Then edit the individual color palettes to the same sample from his files.
All that accomplished was an ugly skin-coloured visor.The accessory files dont seem to read the files the same way normal files do. I had made my tail accessory somewhat colourable but it had strange side effects like randomly changing the skin colour to the same colour as the tail... So to make a scouter colourable I think its best to grab the model and combine it into one which uses the standard colourable setup so a hairstyle or even forehead etc then you will be able to easily make it colourable.
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Post by Komodo on May 26, 2015 17:00:58 GMT
So is there a way to get around this? See I figured I'd just duplicate the materials I wanted colourable (light+visor) and smack one of these on them.
Then edit the individual color palettes to the same sample from his files.
All that accomplished was an ugly skin-coloured visor. The accessory files dont seem to read the files the same way normal files do. I had made my tail accessory somewhat colourable but it had strange side effects like randomly changing the skin colour to the same colour as the tail... So to make a scouter colourable I think its best to grab the model and combine it into one which uses the standard colourable setup so a hairstyle or even forehead etc then you will be able to easily make it colourable. Oh that's clever, so I can replace Journey costume? That way I replace the worst accessory in the game, stop scouter mode from showing purple AND make the scouter colourable. On a side note I know know how to make armor parts transparent, this could be useful.
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Post by Komodo on May 26, 2015 17:59:19 GMT
10/10 Rendered black, cac is bald, eventually froze the game. GG. 0 1 2 <?xml version="1.0" ?> <EMM> <EMMMaterial name="CC01_BUST_inner" shader_name="TOON_STAIN2_DFD"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="0" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC01_BUST_obi" shader_name="TOON_STAIN2_DFD"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="1" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC02_BUST_plate" shader_name="TOON_STAIN2_DFD"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="2" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> </EMMMaterial> <EMMMaterial name="CC03_BUST_band" shader_name="TOON_STAIN2_DFD"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="3" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> </EMM>
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Post by Komodo on May 26, 2015 18:20:52 GMT
Removed loose objects from mesh <--idk where the heck they came from--> added missing "glare" and "_DFDAth" to EMM file. Repacked, no freezing. I could not be more confused than I am right now. I expected the baldness but what even is this?! OP, once I get a working colourable model I'll add it to all the default hairstyles and upload them for you. If it ever works.
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Post by Yusion on May 26, 2015 18:55:38 GMT
So is there a way to get around this? See I figured I'd just duplicate the materials I wanted colourable (light+visor) and smack one of these on them.
Then edit the individual color palettes to the same sample from his files.
All that accomplished was an ugly skin-coloured visor. The accessory files dont seem to read the files the same way normal files do. I had made my tail accessory somewhat colourable but it had strange side effects like randomly changing the skin colour to the same colour as the tail... So to make a scouter colourable I think its best to grab the model and combine it into one which uses the standard colourable setup so a hairstyle or even forehead etc then you will be able to easily make it colourable. Yeah accessories are kind of weird. I've had times where the accessory changes color depending on how I rotate the character at the equipment screen. It flickers from skin color, to black, to white. I dont work with accessories that often to figure out why it does that either. All I know is it's freaking annoying as shit. >.<
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Post by Komodo on May 26, 2015 20:58:09 GMT
Yeah accessories are kind of weird. I've had times where the accessory changes color depending on how I rotate the character at the equipment screen. It flickers from skin color, to black, to white. I dont work with accessories that often to figure out why it does that either. All I know is it's freaking annoying as shit. >.< I'm thinking I should replace a pair of gloves instead (as long as that doesn't screw with the model's offset)... hear me out. This way the wearer could have a colourable scouter while wearing a wig, while wearing a sword, etc without replacing hair. All that's missing is gloves. What's so good about gloves? I could even make 3 versions with a pair of battlesuit gloves, a pair of bracers and a pair of armbands so everyone's happy. EDIT: I need a hand. Ha! Get it? Sorry.
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Post by Yusion on May 26, 2015 21:43:33 GMT
Yeah accessories are kind of weird. I've had times where the accessory changes color depending on how I rotate the character at the equipment screen. It flickers from skin color, to black, to white. I dont work with accessories that often to figure out why it does that either. All I know is it's freaking annoying as shit. >.< I'm thinking I should replace a pair of gloves instead (as long as that doesn't screw with the model's offset)... hear me out. This way the wearer could have a colourable scouter while wearing a wig, while wearing a sword, etc without replacing hair. All that's missing is gloves. What's so good about gloves? I could even make 3 versions with a pair of battlesuit gloves, a pair of bracers and a pair of armbands so everyone's happy. EDIT: I need a hand. Ha! Get it? Sorry. Oh yeah, I meant to comment more on this earlier, but I started backing doing my cel shading mod and working on Trunks. I can't wait to get to Cell. He is waaay too shiny in the game. >.< Yeah try to go with the hands. Hands or boots will probably be best since most of them only use 1-2 colors, freeing up the rest for the coloring of the scouter. One thing however is with the scouter, it hides your ear in the game. I know, becaue I replaced I believe my SSJ4 eyes over the scouter slot when I first did them. I had a huge gap in my head because my ear was still missing. Moving the scouter to another slot wont cause that, but it could possbly cause clipping as your ear might show through part of it. Namely the top of the scouter because of how smooth it is and how it angles more towards the skull. P.S. The battle suit gloves all share the same slot, 513 (Vegeta, On Entry), so if you add a scouter to those it will appear on all gloves using that same model: Vegeta On Entry/Frieza Saga/Training Suit, Krillin Battle Suit, Gohan Battle Suit, Ginyu Force White and even Vegito's. The only one that doesn't share the same model is Great Saiyaman, since that one has Gohan's watch over the glove, so it uses different files. Ok, I know this sounds silly.. since we already have a dozen different scouter, but hear me out. There are 3 kinds of scouter; old model, new model, and the standard model. And each comes in 4 different color... what a waste of space. Since we can just change their color instead of having the same model but in different color, maybe we can use those unused accessory slot for other stuffs. So, maybe we can just have one colorable scouter for each model and get 9 slot for accessories I can replace for tail accessory or swords. But really tho, who uses scouter accessories? p.s. I'm new here, be nice. I use the scouter accessory on my Saiyan male and female. I dont know why, as a Saiyan I feel rather naked without it for some reason. I even took the time to recolor it a deep red like Turles' scouter. P.S. I also use it on my Ginyu Force wanna-be blue with white hair human, cause it fits him. >.>
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Post by Komodo on May 26, 2015 22:04:08 GMT
The only one that doesn't share the same model is Great Saiyaman, since that one has Gohan's watch over the glove, so it uses different files. Thanks! That should help. Hands are fine now, but I have shader issues I think you could help me on. See it appears like this: Here's my code: <?xml version="1.0" ?> <EMM> <EMMMaterial name="CC01_BUST_inner" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="0" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC01_BUST_obi" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="1" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC02_BUST_plate" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="2" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC03_BUST_band" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="3" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="SKIN_hand" shader_name="TOON_UNIF_STAIN3_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="0.57054" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol2R" type="0" value="1" /> <EMMParameter name="MatCol2G" type="0" value="1" /> <EMMParameter name="MatCol2B" type="0" value="1" /> <EMMParameter name="MatCol2A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.03" /> <EMMParameter name="MatScale1X" type="0" value="4" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> </EMM>
Thoughts?
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Post by Yusion on May 26, 2015 22:58:36 GMT
When you did the .dyt file, did you save it as a DXT5 ARBG 8bpp | Interpolated Alpha? Saving it as anything else, especially DXT1 No Alpha, will cause the eye glass to lose transparency.
Also you did the coloring over the bust, and not the hands. Did you mean for that? I thought you were going to do it over the hands? O.o
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Post by kthxbai on May 27, 2015 1:05:06 GMT
The only one that doesn't share the same model is Great Saiyaman, since that one has Gohan's watch over the glove, so it uses different files. Thanks! That should help. Hands are fine now, but I have shader issues I think you could help me on. See it appears like this: Here's my code: <?xml version="1.0" ?> <EMM> <EMMMaterial name="CC01_BUST_inner" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="0" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC01_BUST_obi" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="1" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC02_BUST_plate" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="2" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="CC03_BUST_band" shader_name="TOON_UNIF_STAIN2_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="1" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0" /> <EMMParameter name="MatScale1X" type="0" value="3" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="AlphaBlend" type="65537" value="1" /> <EMMParameter name="AlphaBlendType" type="65537" value="0" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> <EMMMaterial name="SKIN_hand" shader_name="TOON_UNIF_STAIN3_DFDAth"> <EMMParameter name="MatCol0R" type="0" value="0" /> <EMMParameter name="MatCol0G" type="0" value="0" /> <EMMParameter name="MatCol0B" type="0" value="0" /> <EMMParameter name="MatCol0A" type="0" value="0.57054" /> <EMMParameter name="MatCol1R" type="0" value="0" /> <EMMParameter name="MatCol1G" type="0" value="0" /> <EMMParameter name="MatCol1B" type="0" value="0" /> <EMMParameter name="MatCol1A" type="0" value="1" /> <EMMParameter name="MatCol2R" type="0" value="1" /> <EMMParameter name="MatCol2G" type="0" value="1" /> <EMMParameter name="MatCol2B" type="0" value="1" /> <EMMParameter name="MatCol2A" type="0" value="1" /> <EMMParameter name="MatCol3R" type="0" value="0" /> <EMMParameter name="MatCol3G" type="0" value="0" /> <EMMParameter name="MatCol3B" type="0" value="1" /> <EMMParameter name="MatCol3A" type="0" value="1" /> <EMMParameter name="MatScale0X" type="0" value="1" /> <EMMParameter name="MatScale0Y" type="0" value="1" /> <EMMParameter name="MatScale0Z" type="0" value="1" /> <EMMParameter name="MatScale0W" type="0" value="0.03" /> <EMMParameter name="MatScale1X" type="0" value="4" /> <EMMParameter name="MatScale1Y" type="0" value="1" /> <EMMParameter name="MatScale1Z" type="0" value="1" /> <EMMParameter name="MatScale1W" type="0" value="1" /> <EMMParameter name="Glare" type="65537" value="1" /> </EMMMaterial> </EMM>
Thoughts? Recheck the alpha layer and make sure the scouter glass part has the code Alphablend and Alphablendtype added so you wont lose the glass effect.
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