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tinting mesh sub-objects


sapphim

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I've been using eshme's import/export with 3ds max 2013 to port Inquisition models to Origins and I've run into a bit of a problem.

 

When the model is exported as multiple objects, the game only applies tinting to the first object listed in the MMH. So if the skin is a separate object from the armor (as is the case with most models in Inquisition, as there is a separate nude texture for all visible skin in the game) then either the skintone applies correctly but the armor is not tintable, or the armor is tintable but the skin is not, depending on which object takes priority.

 

(Considering the diffuse, specular, and normal all appear to apply correctly on all objects I suspect this is not a problem with the map somehow not being applied, but with the way the game engine applies the tinting itself...)

 

Is there a known workaround for this, or am I right in assuming that this is likely unfixable and I'm going to have to redo the UV wrap and combine the textures if I want any of these ported armors to be tintable?

 

EDIT: I got half an answer from DarthParametric on the Bioware forums (here) if anyone's interested but there doesn't currently appear to be a conclusive solution to this.

Edited by starrarte
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