Open Puxtril opened 1 year ago
Vertex color support has been added to vertex-color branch, but it's not complete. For one, the Liset (updated version) is still missing VCs with the current extraction method.
I had to redesign the model export system because Ambient Occlusion data is bundled with vertex data inside individual models, and should always be exported. But models may have 0 or many VCs assigned.
From PrVfRu#2715 on discord:
I'll throw a wild guess and propose that what was extracted as vertex tint before(which were deemed broken) were not JUST vertex tints but vertex wear zone +vertex material tints(or maybe something else) + vertex colors assembled into 1 attribute here`s my proof:
1st ss: wall from ingame. wear is absent on edges, 3 colors. white, red and green 2nd ss: wall from blender, lower one displays red channel from col.001. edges are black. upper one displays blue channel from col.001 with color ramp applied to separate 0-1 range into 4 tints. same deal with floor part behind them.