Comments (1)
Sorry for writing this here, but I didn't get many answers on discord
I was fiddling with character skin material, trying to apply it to custom models. The material in question is
P[FC_F_0000]_Body.matxml
- To make it work at all(mesh was invisible by default) I had to hex-edit
VertexBuffers: LayourIndex
value of my custom mesh to match that of an original mesh. This is not currently possible with FLVER editor, so is it possible for you to implement that? I don't really know what this value meant, so probably there's a different way to make it work?- Original meshes have 3 UV sets,
DiffuseUV
,LightmapUV
andAdditionalUV
. Is there a way to load FBX with multiple UV sets into FLVER editor? I tried it, but since there is no way to check, I'm not entirely sure. The result is only using the first UV set for all textures though, so I assume it's not supported? If so, could you provide a feature for this in the future?
how did you hex-edit the VertexBuffers? i'm interested in that. I'm trying to develop a body mod and i wish i could get it working with skin tone sliders too.
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Related Issues (17)
- No .exe file HOT 2
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- Near Invisibel HOT 2
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- Question
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- how to build on linux?
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- Imported model disappears/fades out when far from the player HOT 4
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- .exe file does not work right
- the imported .dae model looks like it should be in the render window, but in the game it's a conglomerate of polygons
- Mesh exceeding 65535 vertex count when it's not
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