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Post by The Mad Titan on Jun 9, 2015 2:22:02 GMT
its simple. move your curser on their name and a name will pop up with @ . just type that name in the comments and they will be summoned, or just send them a PM Alright! Yusion , ZReincarnation, I could use some help with redoing textures on my edited model. Could one of you possibly help me? If so, thank you so much! there you go. already learning things )
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Post by Yusion on Jun 9, 2015 3:06:46 GMT
Alright... could you shout someone out? I don't know anyone like that. ^^; yusion and zincarnation . im suprised you dont know yusion. the guy is the founding father of colorable clothing lol Damn right. Hell, I invented the term "Colorable Clothing". xD its simple. move your curser on their name and a name will pop up with @ . just type that name in the comments and they will be summoned, or just send them a PM Alright! Yusion , ZReincarnation, I could use some help with redoing textures on my edited model. Could one of you possibly help me? If so, thank you so much! You're just having problems with getting it colored in game right? Like it shows up in model gray on the game? If that's the case you need to edit the .emm file to define the material name. Using the HUM_000_Bust as an example, lets say you want to add a material that you named "tattoo". Since you've already converted it through emmxml, open it in Notepad to edit it. I hate when it shows open in Internet Expoiter so I just stick with notepad. You should get this: <?xml version="1.0" ?>
<EMM>
<EMMMaterial name="SKIN_bust" shader_name="TOON_UNIF_STAIN3_DFDAth">
<EMMParameter name="MatCol0R" type="0" value="0" /> <==Red
<EMMParameter name="MatCol0G" type="0" value="0" /> <==Green
<EMMParameter name="MatCol0B" type="0" value="0" /> <==Blue color values for your alpha layer. For example if you make MatCol0R value ="1" and the same for MatColB, your alpha layer will have a purple color to it.
<EMMParameter name="MatCol0A" type="0" value="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="0" / <==Which line of color this material corresponds to in the .dyt.emb file.
<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> Everything else I haven't really played with, and haven't taken that much time to look at Kthxbai's tutorial. Mastaklo's Model Import Tutorial gives a good visual reference for this. Now lets say we want to add a material named "tattoo", just simply copy from the <EMMMaterial name=...> line to </EMMMaterial>, and paste a copy of it before the </EMM> line. Then rename the material tattoo, and change the MatScale1X line to the corresponding line in the dyt.emb file. Don't forget to start counting from 0. So if you plan to use the second line in the dyt.emb file, it would be 1. It should look like this: <?xml version="1.0" ?>
<EMM>
<EMMMaterial name="SKIN_bust" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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="tattoo" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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>
</EMM>
If you plan to make the material colorable, copy a part of the .emm file that already has a defined colorable material in it. For the bust I use the Training Temple Gi (302), for the pants I use the Time Patroller's (310), for the shoes I use the Student's Blazer (303), and for the wrist I used the Namekian's 303 or 306, one of those. Copy over a material or materials for each thing you want colorable. In this case it's only 1 material, and if the bust color uses the first line (0), then copy a material that uses the second line (1), in case of the bust this would be the Bust Inner and Obi from the Training Temple Gi. Just place this anywhere above the material you want colorable. <?xml version="1.0" ?>
<EMM>
<EMMMaterial name="CC01_BUST_inner" 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="0.6" />
<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="0.247" />
<EMMParameter name="MatCol2B" type="0" value="0.132" />
<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="0.028" />
<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="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="0.55" />
<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="0.028" />
<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="SKIN_bust" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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="tattoo" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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>
</EMM>
After that, create/edit your dyt.emb file to match the materials defined in your .emm file. If it's not colorable, change the color to what you want it to be here. If it is going to be colorable, use the gray gradient from another piece of colorable clothing and place it on line two, and copy the CaC/Character skin color to line 0. Also that was just as an example, you don't have to go in order you just have to match it to the .emm file. You could make the bust 5, and the colorable material 0 if you wanted to. Which you actually should do. I personally made my own .dyt.emb file for all of the colorable clothing I did with the male's skin color on the 5th line, female's one the 4th line, and I forgot for the other races I did, lol. Hope that helps. If you're at all confused by this I'd suggest Mastaklo's Model Import tutorial as that's how I figured all of this out. ^_^
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Post by supersaiyaneggman on Jun 9, 2015 3:38:44 GMT
yusion and zincarnation . im suprised you dont know yusion. the guy is the founding father of colorable clothing lol Damn right. Hell, I invented the term "Colorable Clothing". xD Alright! Yusion , ZReincarnation, I could use some help with redoing textures on my edited model. Could one of you possibly help me? If so, thank you so much! You're just having problems with getting it colored in game right? Like it shows up in model gray on the game? If that's the case you need to edit the .emm file to define the material name. Using the HUM_000_Bust as an example, lets say you want to add a material that you named "tattoo". Since you've already converted it through emmxml, open it in Notepad to edit it. I hate when it shows open in Internet Expoiter so I just stick with notepad. You should get this: <?xml version="1.0" ?>
<EMM>
<EMMMaterial name="SKIN_bust" shader_name="TOON_UNIF_STAIN3_DFDAth">
<EMMParameter name="MatCol0R" type="0" value="0" /> <==Red
<EMMParameter name="MatCol0G" type="0" value="0" /> <==Green
<EMMParameter name="MatCol0B" type="0" value="0" /> <==Blue color values for your alpha layer. For example if you make MatCol0R value ="1" and the same for MatColB, your alpha layer will have a purple color to it.
<EMMParameter name="MatCol0A" type="0" value="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="0" / <==Which line of color this material corresponds to in the .dyt.emb file.
<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> Everything else I haven't really played with, and haven't taken that much time to look at Kthxbai's tutorial. Mastaklo's Model Import Tutorial gives a good visual reference for this. Now lets say we want to add a material named "tattoo", just simply copy from the <EMMMaterial name=...> line to </EMMMaterial>, and paste a copy of it before the </EMM> line. Then rename the material tattoo, and change the MatScale1X line to the corresponding line in the dyt.emb file. Don't forget to start counting from 0. So if you plan to use the second line in the dyt.emb file, it would be 1. It should look like this: <?xml version="1.0" ?>
<EMM>
<EMMMaterial name="SKIN_bust" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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="tattoo" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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>
</EMM>
If you plan to make the material colorable, copy a part of the .emm file that already has a defined colorable material in it. For the bust I use the Training Temple Gi (302), for the pants I use the Time Patroller's (310), for the shoes I use the Student's Blazer (303), and for the wrist I used the Namekian's 303 or 306, one of those. Copy over a material or materials for each thing you want colorable. In this case it's only 1 material, and if the bust color uses the first line (0), then copy a material that uses the second line (1), in case of the bust this would be the Bust Inner and Obi from the Training Temple Gi. Just place this anywhere above the material you want colorable. <?xml version="1.0" ?>
<EMM>
<EMMMaterial name="CC01_BUST_inner" 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="0.6" />
<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="0.247" />
<EMMParameter name="MatCol2B" type="0" value="0.132" />
<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="0.028" />
<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="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="0.55" />
<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="0.028" />
<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="SKIN_bust" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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="tattoo" 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="0.57" />
<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="0" />
<EMMParameter name="MatCol2B" type="0" value="0" />
<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="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>
</EMM>
After that, create/edit your dyt.emb file to match the materials defined in your .emm file. If it's not colorable, change the color to what you want it to be here. If it is going to be colorable, use the gray gradient from another piece of colorable clothing and place it on line two, and copy the CaC/Character skin color to line 0. Also that was just as an example, you don't have to go in order you just have to match it to the .emm file. You could make the bust 5, and the colorable material 0 if you wanted to. Which you actually should do. I personally made my own .dyt.emb file for all of the colorable clothing I did with the male's skin color on the 5th line, female's one the 4th line, and I forgot for the other races I did, lol. Hope that helps. If you're at all confused by this I'd suggest Mastaklo's Model Import tutorial as that's how I figured all of this out. ^_^ I understood that only a little. XD Basically, I made a new nude mod by myself, so I need the skin colorable and maybe the privates colorable via the clothing colors. If not, just pink. So, I really have no idea how to do this... ^^;
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Post by supersaiyaneggman on Jun 9, 2015 3:39:47 GMT
Alright! Yusion , ZReincarnation, I could use some help with redoing textures on my edited model. Could one of you possibly help me? If so, thank you so much! there you go. already learning things ) Thanks for your help, I'll credit you when I can get my mod working and hopefully posted.
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Post by The Mad Titan on Jun 9, 2015 3:40:49 GMT
there you go. already learning things ) Thanks for your help, I'll credit you when I can get my mod working and hopefully posted. thank Yusion too senPIE ! notice me
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Post by supersaiyaneggman on Jun 9, 2015 4:14:21 GMT
Thanks for your help, I'll credit you when I can get my mod working and hopefully posted. thank Yusion too senPIE ! notice me Lol, of course, he's the one helping me with the coloring!
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Post by supersaiyaneggman on Jun 9, 2015 19:59:53 GMT
Was it something I said, Yusion?
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Post by The Mad Titan on Jun 9, 2015 20:27:04 GMT
Was it something I said, Yusion? he was taking some time away after two weeks of nonstop modding. he ll reply to you when he can
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Post by supersaiyaneggman on Jun 9, 2015 20:32:38 GMT
Was it something I said, Yusion? he was taking some time away after two weeks of nonstop modding. he ll reply to you when he can Ah, okay. Thanks.
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Post by Yusion on Jun 9, 2015 22:33:02 GMT
Was it something I said, Yusion? No, lol. About mid last year I had a tree or a limb fall on a power line. It ended up severing the neutral main line, which, if I remember correctly, serves to allow unused electricity flow back to the transformer. If electricity cannot return to the transformer it causes a surge within the house. Last time it killed the digital panel on the oven and all of the surge protectors. Ever since then I've been a little more cautious about being on the computer during a thunderstorm, and there was a heavy t-storm alert in the area with purple in the radar. I didn't want to take a chance, lol. Was it something I said, Yusion? he was taking some time away after two weeks of nonstop modding. he ll reply to you when he can Also this^, lol. You should really look into Mastaklo's Import Tutorial, it's pretty much the same thing you're doing just your own model not Naruto, and you already did the UVW mapping so you don't have to worry about that. Just scroll down until he gets into the .dyt.emb and .emm file. I don't really know how else I can explain it. @_@ If you have any specific questions about something I can answer that. Though I might hop on and check out the latest DLC since I haven't done that all day.
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Post by supersaiyaneggman on Jun 10, 2015 0:16:24 GMT
Was it something I said, Yusion? No, lol. About mid last year I had a tree or a limb fall on a power line. It ended up severing the neutral main line, which, if I remember correctly, serves to allow unused electricity flow back to the transformer. If electricity cannot return to the transformer it causes a surge within the house. Last time it killed the digital panel on the oven and all of the surge protectors. Ever since then I've been a little more cautious about being on the computer during a thunderstorm, and there was a heavy t-storm alert in the area with purple in the radar. I didn't want to take a chance, lol. he was taking some time away after two weeks of nonstop modding. he ll reply to you when he can Also this^, lol. You should really look into Mastaklo's Import Tutorial, it's pretty much the same thing you're doing just your own model not Naruto, and you already did the UVW mapping so you don't have to worry about that. Just scroll down until he gets into the .dyt.emb and .emm file. I don't really know how else I can explain it. @_@ If you have any specific questions about something I can answer that. Though I might hop on and check out the latest DLC since I haven't done that all day. The thing is, his model comes with predetermined colors. Mine is dependent on the skin... Do you mind if I send you a copy of all that I have on it, and you could take a look when you have free time? I'd be really grateful. ^^
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Post by Yusion on Jun 10, 2015 0:59:39 GMT
No, lol. About mid last year I had a tree or a limb fall on a power line. It ended up severing the neutral main line, which, if I remember correctly, serves to allow unused electricity flow back to the transformer. If electricity cannot return to the transformer it causes a surge within the house. Last time it killed the digital panel on the oven and all of the surge protectors. Ever since then I've been a little more cautious about being on the computer during a thunderstorm, and there was a heavy t-storm alert in the area with purple in the radar. I didn't want to take a chance, lol. Also this^, lol. You should really look into Mastaklo's Import Tutorial, it's pretty much the same thing you're doing just your own model not Naruto, and you already did the UVW mapping so you don't have to worry about that. Just scroll down until he gets into the .dyt.emb and .emm file. I don't really know how else I can explain it. @_@ If you have any specific questions about something I can answer that. Though I might hop on and check out the latest DLC since I haven't done that all day. The thing is, his model comes with predetermined colors. Mine is dependent on the skin... Do you mind if I send you a copy of all that I have on it, and you could take a look when you have free time? I'd be really grateful. ^^ Sure that's fine. Just send me a PM. ^_^
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Post by supersaiyaneggman on Jun 10, 2015 1:18:05 GMT
The thing is, his model comes with predetermined colors. Mine is dependent on the skin... Do you mind if I send you a copy of all that I have on it, and you could take a look when you have free time? I'd be really grateful. ^^ Sure that's fine. Just send me a PM. ^_^ Thanks! I owe you one! ^^
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