What is Mesh format Vertex color integer value used for?

I require the attention of intelligent people.

Vertex
        Position [ -16.901461 -48.502602 16.521444 ]
        Normal [ -0.561768 -0.826948 0.023941 ]
        Tangent [ 0.005568 -0.032717 -0.999449 ]
        Color 0     <---- THIS BIT
        U0 0.852034
        V0 0.371555
        U1 0.852034
        V1 0.371555

 

I've been hardcoding it to 0 since I wrote my exporter because I couldn't find any other example than 0. What is it for? Is it used by sins at all? Does anyone even know?

 

AND I WANT TO PUT A U IN IT SO BADLY! COLOUR! 

5,281 views 5 replies
Reply #1 Top

I think it might reset the base colour to use none so it only uses texture files.

I agree there should be no butchering of the Kings English. Damn Webster was illiterate.

Here is a mesh imported in 3DS max and it adds a base colour

 

 

Reply #2 Top

I agree with Myfist0, I think it is material shading in Sins. Colour(as you so correctly pronounced) 0 is black. Which is why models in Sins appear completely black when they have no textures attached, I think anyway.

I guess you could give it a value and test a model with no textures to prove this theory.

 

Reply #3 Top

Well I tried lost of different values (with mesh team color switched off) but its still black. I even tried putting in random junk to see if it would break but nothing so Im starting to think it dosn't read that value in at all...

Reply #4 Top

You are probably right. It may have had some purpose in development and then it was thought not necessary later.

Another thing in the mesh file that I have been wondering about whether it can be used is the displacement texture option. On the next model I make, I will make a displacement map and try to hook it up. Not sure what it needs to plug into on the shader node though as yet. I can hook them into the material node. not sure whether that'll work in Sins though.

It may also have always been redundant to Sins engine, and that is just there from the .xsi file which has those options if needed.

Reply #5 Top

You are probably right. It means nothing. The textures determine how shiny or what "colour" (spell checker going apeshit) is reflected from the light source. Which i believe is all controlled through the -da texture.