StingRay68 wrote:trey31 wrote:Does anyone recall the thread where StingRay68 and possibly Voldemort, or whatever he-who-shall-not-be-named's username was, were discussing the skin tones being tied to faces?? How did that work? Anyone know?
Sounds familiar, but I believe I discussed this further at a later time with elguapo. You may want to ask him if he remembers any of that.
IIRC, the faces themselves do not use all 256 colors, some of the colors are used in the skin, and I think there 16 or so for eyes as well.
Also, the smaller mipmap levels in the face files contain extra graphics such as teeth, etc so you cant just build them off of the larger face graphic.
Thanks StingRay68. I don't really want to do my cyberface mod anymore, but the thread mentioned had a lot of relevant information for anyone in the future who wants to do it. Just too time consuming for me to do any significant amount of faces w/o having a model to render the textures onto and then edit via Blender or 3DS Max. In a 3D modeling program you can load textures, stretch/move them around to fit the obj model then export the texture as a new image. If I could do that, I could spit out a face texture in 2-5 minutes, completely aligned, vs the 20-60 minutes it takes me currently.
The interesting part was file 532 having mmaps of every face texture and displaying plain white obj material over the model's arms/hands/etc when "banned user" nulled file 532 in the face dat (Edit: I tested it, nulling 532 doesn't affect any faces).
I guess I'm going to look into that next if Q's default decompressed pladata file doesn't yield any different results for the arm textures. (I don't think it will. I think my arm/hand issue correlates with the face skin palette which isn't even in the same dat file).
Also, I couldn't find any other similar threads with elguapo other than the one with "banned user" that all 3 of you were posting in?
My M08 mod work is all open-source to anyone who wants to use it in any way, no restrictions or permissions necessary.