Thread: Original .DAT color names?

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  1. #1 Original .DAT color names? 
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    Hello, I was trying to recolor a custom item from the config in my client.
    As an example :

    Code:
    itemDef.modified_model_colors = new int[] { 0, 103, 66, 78, 86, 38333, 127, 107, 115, 90 }; itemDef.original_model_colors = new int[] { 1023, 23, 60, 48, 40, 920, 12, 0, 0, 0 };

    However I noticed that the Metasequoia program or the DatMaker program renames the colors to "mat####"

    Therefore, If I make a custom model, and I want to reuse it multiple times and recolor it from the config I don't know what to call each material.

    Does anyone here know? In the config, the colors are often referred to as just the numbers but it didn't work.
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  2. #2  
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    The name of the material seems to be the RS2 color code for the color.

    You could try this:
    Get the RGB values for every material and convert them to RS2 color codes using this:

    https://repl.it/repls/ThistleExoticPlanes

    Example: (255, 255, 0) using the tool.
    Attached image

    Then just rename your material using the gathered color code.
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  4. #3  
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    Quote Originally Posted by Blaketon View Post
    The name of the material seems to be the RS2 color code for the color.

    You could try this:
    Get the RGB values for every material and convert them to RS2 color codes using this:

    https://repl.it/repls/ThistleExoticPlanes

    Example: (255, 255, 0) using the tool.
    Attached image

    Then just rename your material using the gathered color code.
    There's an issue, however.
    As an example the fire cape use the material 127 to animate.
    If I export it as a MQOV2 or MQO from datmaker, then without doing any modification, I save it on Mtsq, and turn it into a .DAT file again. The material seems to have lost the name the engine would recognize, and the texture is just white.
    However, just turning .DAT into .DAT into datmaker, saves the information properly. What do I need to do then? rename mat127 to 127 on Mtsq and make sure the RGB is 255, 255, 255? (which from the python script you shared, is the right RGB for 127)

    Thanks for replying btw.
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  5. #4  
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    You can't add textures using metaseq.
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  6. #5  
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    Quote Originally Posted by Blaketon View Post
    You can't add textures using metaseq.
    I meant material there, my bad, I am not trying to texture using mtsq, I am trying to get a material, recognized by the engine to then give it a texture like how a lava cape is made. it's just that once I save through metasequoia, the material name isn't recognised anymore, so either trying to recolor exemple "527" to "127" wouldn't work. as 527 isn't recognized, I was wondering do I name the material in metasequoia "527" and I make sure that it's got the right RGB linked to it?
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    The name of the material is ignored by datmaker. It will use its own methods to convert the actual rgb colour you provide for the material and convert it to RS2, although its colour-conversion is off and with each conversion you do, your colours change slightly. It just labels them with mat##### when you turn from dat to mqo as that helps with identifying what each colour corresponds to in the RS format.
    Attached image
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  9. #7  
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    Yea so after you change a color in mqo and convert it to a dat you need to convert it back to a mqo to find the new material id.
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    omg that helps a lot actually gonna try that!
    Thanks Kris and Rogers

    EDIT : It did work! 127 is now 126 and 7 is now 8, which explains why I couldn't edit materials manually without mtsq, and why the fire cape animation broke.
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    Quote Originally Posted by Kris View Post
    The name of the material is ignored by datmaker. It will use its own methods to convert the actual rgb colour you provide for the material and convert it to RS2, although its colour-conversion is off and with each conversion you do, your colours change slightly. It just labels them with mat##### when you turn from dat to mqo as that helps with identifying what each colour corresponds to in the RS format.
    Incorrect, it does use the names of the materials for the masterpalette.
    Spoiler for sig too large:


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    Quote Originally Posted by Tamatea View Post
    Incorrect, it does use the names of the materials for the masterpalette.
    Missed the point in what I said, should've clarified a bit I suppose. The "master palette" as it's called is only used to transfer other layers such as animated groups of faces. What I said is 100% valid for the actual model materials - which don't use the said master palette.
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