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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,662
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Generally you need an ID texture map to translate material IDs (which are mesh related) into UV texturing (which is texture related). You're colouring a texture, not a mesh material.
    You can ofc automate and bake out ID maps for each 3D item but you'd still need to:

    1) check them manually and see if every channel works because no, colour theory is more complicated than snapping your fingers and the colour suddenly turns from red to green (especially in relation to dark and light, a lot of parts of gear probably wouldn't work well with colour transition so you'd need to exclude them out).
    2) have your 3D items actually make use of those ID materials, some may not have a lot of IDs set, and in order to fix this you'd need to manually go over every piece of gear one by one, which I suspect is the reason for the slow transition to the 2 dyes channel system (but I could be wrong).

    If mobile ARR is doing this then this raises questions to where they actually dedicate their graphic pipeline resources.
    (1)
    Last edited by Valence; 05-22-2025 at 09:14 PM.

  2. #2
    Player
    CalvinDescoles's Avatar
    Join Date
    Feb 2014
    Posts
    267
    Character
    Razaan Archemaux
    World
    Moogle
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Valence View Post
    ...
    If mobile ARR is doing this then this raises questions to where they actually dedicate their graphic pipeline resources.
    To an other game
    (0)