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 Post subject: Re: [MGF] Material & Geometry Format
PostPosted: Tue Apr 17, 2018 1:49 am 
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Wow, wow, wow! I only have so many words to express: 'You Guys are Amazing!' I really appreciate having this thing cracked after soooooo long.

@shakotay,
Hmmm, it wouldn't be the first time I've seen Blender have alternate scaling even when using exact game scale values, so thank you for at least making an attempt on that. I'm glad you caught the WordUV change. I was thinking the UV's were looking a bit sharp, so I'm glad that's resolved now before I really start working on exporting even more obj's. That would have been frustrating to manually adjust all of those. Thanks! :D

@AceWell,
Amazing work. Definitely correct, that tackles most of them, definitely the body & face textures are covered. As I move further along I will see what some of the mech & stage textures look like. I did notice that a couple hair textures fell into the swizzle category, so perhaps when you do circle back you could include these in your testing. NAT_hair01 & NAT_hair01.spclr. (in cinema_1_1a.mgf) Totally not a deal breaker since I was already planning to use some better high res textures in that department anyway, but it will be nice to have them as an option down the road.

:gulp: :drunken: :lurk: <3 :bravo: :rock:

Just did a quick Blender test! Now the fun begins of modernizing. :)

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