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Texture Pattern
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Hyper Kitten
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Texture Pattern
«
on:
December 11, 2015, 03:28:37 PM »
Hey,
So I'm trying to figure out how to make PAT0 works over Sheik, wich works well in the viewer, but the game just seems to not care at all.
Is it even possible to get a texture pattern work on a character that doesn't have one in the first place ?
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windhunter7
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Re: Texture Pattern
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Reply #1 on:
December 11, 2015, 05:00:13 PM »
Did you check out this guy's video tutorial on it?
http://forums.kc-mm.com/index.php?topic=46595.0
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Hyper Kitten
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Re: Texture Pattern
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Reply #2 on:
December 11, 2015, 05:16:51 PM »
Yeah, it's restoring PAT0 on a character that have it, wich isn't Sheik's case so I have to create it in the FitMotion and watnot. In the end it works fine in the model viewer but not in game, it won't switch the textures as it should.
I probably missed a step, like naming the materials properly to fit Sheik's or something like that...
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Last Edit: December 11, 2015, 05:23:40 PM by BBreon
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windhunter7
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Re: Texture Pattern
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Reply #3 on:
December 11, 2015, 05:39:16 PM »
Naming is actually crucial for PAT0.
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Re: Texture Pattern
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Reply #4 on:
December 12, 2015, 03:46:12 PM »
Well I'm quite familiar with PAT0 imports but I need to know if the game would support a PAT0 import over Sheik as it takes a very long time to apply it in every animations. I just don't wish to do this for nothing
:/
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windhunter7
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Re: Texture Pattern
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Reply #5 on:
December 12, 2015, 05:51:05 PM »
Yeah, I'm not entirely sure that would work, as Sheik doesn't have any kind of faces at all. It may or may not work. But a workaround without having to use PAT0(i.e. If it doesn't work) would be to import a copy of the face polygon, then set the visibility bone to something that changes when Sheik gets hurt or something.(For example, if you set the visibility bone for one copy to ThrowN or whatever it's called, then I'm 99% sure that that would mean that every time you throw an item, that face polygon would show up.) And did I mention that this workaround(If it works for ALL visibility bones) would involve unlimited amounts of expressions, including the textures being able to be separate and/or modeling them differently? The only limits would be filesize and your imagination, though I can imagine that this would take quite a while.
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Re: Texture Pattern
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Reply #6 on:
December 14, 2015, 09:19:28 AM »
Got it to work, my bad, I was still using Wiiscrubber lol
Thanks for your help though!
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