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Paradox-01 (talk | contribs) (getting vertex shading on OBJC meshes - the theory) |
Paradox-01 (talk | contribs) (begin of collecting notes to set up that vertex shading experiment) |
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## now we have to hope that onisplit imported the mesh's polygons in the same order as Mod Tool read the polygons | ## now we have to hope that onisplit imported the mesh's polygons in the same order as Mod Tool read the polygons | ||
## getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color") | ## getting the vertex color from Mod Tool: there's already a code piece on MT's page ("[42] get vertex color") | ||
I'm not fluent with binary stuff so I dump some notes here: | |||
'''Data table''' | |||
[[Mod_Tool/Scripting#as_binary|Reading the AKEV's name table]] was more or less easy. This time we need to look up the data table. | |||
Three things to take care about: '''reading hex numbers backwards''' (as usual in Oni), '''adding relative offsets''' to data table's offset (took a pretty while to find that one out*), '''subtracting 8 bytes''' for no other reason to get the correct offset. | |||
: * Regarding binary information I found [[OBD:Instance_file_format|THAT]] page very useful. | |||
'''Color data in AGQG''' | |||
The byte array is like this: BF BF BF FF (191 191 191 255 = grey). | |||
The format is BGRA whereas I couldn't see Alpha to have an effect on the color strength. Maybe it will be different with a texture (not tested yet). | |||
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