how hard would it be to pick colour by hex or RGB values ?
Not too difficult actually, dyeing is done by sending the RGB value of the colour to a shader, so really it is just a case of adding a custom colour picker.
how hard would it be to pick colour by hex or RGB values ?
I have a few updates to share. Things have been quiet because I have been working on getting skeletal animation to work. Today I finally got it working properly, so here is a picture of a skyscraper:
Can you push your branch with animation experiments? I wanna look
https://github.com/Tachiorz/mabinogi_blender_addons/blob/master/io_import_mabinogi_ani.py
If it helps. More like proof of concept but it works.
Also MabiMe crashes, I built it with 5.6 (mingw 32bit) and it segfaults when PackManager->path == "", qt thinks it's valid
[CODE]
1 QList<MabiPack::PackageEntry *>::QList qlist.h 797 0x4301ee
2 QForeachContainer<QList<MabiPack::PackageEntry *>>::QForeachContainer qglobal.h 923 0x4268f9
3 MabiPackReader::getFileNames mabipackreader.cpp 197 0x4064c2
4 PackManager::loadXMLData packmanager.cpp 208 0x40fbcc
5 PackManager::loadPackages packmanager.cpp 152 0x40f255
[/CODE]
(dirty patched for now ._.)
Can you post just pihnes shield facing straight forward?
Here you go:
[Image: http://i.imgur.com/CskGQSB.png]
This is the shield as it appears when held by a human.
I don't know if I just haven't been on mabi in a long time but the models look nicer there than in-game.
Its probably the lighting, Mabi uses the terrible built in DirectX lights and I'm using a Phong shader. The difference is quite large xD
Thanks for the model again. I created this :
-snip-
Isn't as complex as what you're doing. So great job lol will really help a lot of people :)
Looks like an inventory icon o: May I ask what you are doing?
I finally got the ability to draw back again today so I started working on icons:
[Image: http://i.imgur.com/Q3NYnMk.png]