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I know, but I usually don't use the "wear armour on the Avenger" mod when using Halo gear. They'd show up headless on the Avenger.
Anyone else getting that?
Thanks for the permissions, and also the advice!
I've already retextured halo 3 armors (that another modder released on the workshop) in your style using mcc textures a while back, and yeah its pretty hair-pulling.
the original halo 4 textures especially are pretty poorly setup by 343 because it seems they baked in the color patterns directly into the diffuse channel, which is kinda annoying to edit out because i prefer spartan armor when its solid green lol
anyway, thanks again!
For 2, go ahead :D
For 1 it's a bit complicated, the assets here and most of baseline, I did a lot of texture editing (Darkening dif/albedo textures, changing lighting levels for metallics and roughness etc), so they fit the non wotc material firaxis set up for the base game.
For Keystone with the wotc material, didn't have to do that (source texture being H4 mcc textures, haven't look at 5 since 2017 so not sure here), from h4 control texture, green channel is dif/albedo, red = roughness (X2 needs this texture inverted), green = metallic, you'll need to generate AO texture from normal map.
Alpha is the colour channels, split them up and set them to different channels, lighten or brighten them to get it the way you want.
You can load up my upks in the editor to take a look, copy over the visor base material (have a custom one for the visor blocking colour customisation) if you wish. I suggest basing yours on the Keystone setup, keep your sanity.
Good Luck :D
if i finish my armors, can i release them as an addon to your Baseline MJOLNIR Mod? if so, i will also only do so if they meet the same quality and utilize the same sorting and naming scheme as your mod, and I will list your mod as a requirement as it would use your undersuit resources
So for personal use, I've rigged every halo 4 armor to your male undersuit in blender, and they seem to bend and animate properly, and im also in the process of rigging some of my favorite armor from 5 as well. I havent done any female armors but if i do it will probably be the armors that characters use (scout for palmer, technician for tanaka, etc) and not much else.
anyway my questions are this-
1:
what process did you use to convert halo 4/5 textures into the format you use for xcom? i understand the actual layout of the channels in the diffuse/specular/etc, im more so talking about what you actually did to the source textures to make them all have consistent materials.