Okay... so in BRRES viewer, it only extracts the first UV channel for various meshes and polygon groups. This is a problem for characters like Mario, Luigi, Fox and Wolf, as their eyes have multiple such channels, the iris being very low on the 'list'. While there's a massive workaround that exists, I'd like to be able to skip that by hacking it in BrawlBox.
However, all my attempts to cause the proper UV channel to display as the first only works in BrawlBox.
So far, I've tried:
1) changing the dropdowns to have the materials point to the desired UV coordinates,
2) Resorting and renaming the UV coordinate nodes,
3) Extracting the desired UV coordinate node and replacing the other three with it.
But yet, BRRES Viewer still doesn't want to display or extract the desired UV channel. Is there something I'm not doing? If so, how do I change it so that BRRES Viewer will show and export the UV channel I want to use?
However, all my attempts to cause the proper UV channel to display as the first only works in BrawlBox.
So far, I've tried:
1) changing the dropdowns to have the materials point to the desired UV coordinates,
2) Resorting and renaming the UV coordinate nodes,
3) Extracting the desired UV coordinate node and replacing the other three with it.
But yet, BRRES Viewer still doesn't want to display or extract the desired UV channel. Is there something I'm not doing? If so, how do I change it so that BRRES Viewer will show and export the UV channel I want to use?