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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sir+Teatei+Moonlight</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
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	<updated>2026-10-10T09:14:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.1</generator>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources&amp;diff=3454</id>
		<title>User:Sir Teatei Moonlight/RoA2 resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources&amp;diff=3454"/>
		<updated>2025-05-10T03:57:34Z</updated>

		<summary type="html">&lt;p&gt;Sir Teatei Moonlight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rivals of Aether 2 uses UE5.4 and names files in descriptive English, so there&amp;#039;s much less weird stuff to deal with compared to e.g. Xenoblade&amp;#039;s unique formats and numerical files. Still, it&amp;#039;s good to have a central README file just in case something needs to be &amp;quot;globally&amp;quot; updated.&lt;br /&gt;
&lt;br /&gt;
See also: [[/Palettes]]&lt;br /&gt;
&lt;br /&gt;
==The general disclaimer==&lt;br /&gt;
I view tMR as a &amp;quot;casual-friendly&amp;quot; site - people don&amp;#039;t need to know anything technical about whatever game they&amp;#039;re looking for, they can just grab the model and be on their way. Because of this, my submissions make some minor changes to make the model more suitable for easy consumption. If you&amp;#039;re interested in a more &amp;quot;raw&amp;quot; representation, you&amp;#039;re probably better off getting the tools (I use FModel for RoA2) and doing some ripping yourself.&lt;br /&gt;
&lt;br /&gt;
==Things to know about these submissions in general==&lt;br /&gt;
* I didn&amp;#039;t include any models that are purely for special effects (e.g. attack trails). If you need things that deep to be accurate, you&amp;#039;re probably better off doing your own ripping anyway.&lt;br /&gt;
* RoA2 models tend to face towards +X. I rotated them to instead face -Y.&lt;br /&gt;
* _L bones are flipped so poses can be mirrored more easily.&lt;br /&gt;
* A set of pre-computed colour images for the character&amp;#039;s default palette is included, for people who just want the default and don&amp;#039;t care for setting up the colour masks (as below).&lt;br /&gt;
* Texture name hints:&lt;br /&gt;
** _BC is base colour.&lt;br /&gt;
** _CM is colour mask (see below).&lt;br /&gt;
** _N is normals.&lt;br /&gt;
** _ORMS is channelised:&lt;br /&gt;
*** Channel R is &amp;#039;&amp;#039;&amp;#039;O&amp;#039;&amp;#039;&amp;#039;cclusion. I&amp;#039;m not actually sure how applicable this is since it seems to make eyes go dark.&lt;br /&gt;
*** Channel G is &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039;oughness. Easy plug.&lt;br /&gt;
*** Channel B is &amp;#039;&amp;#039;&amp;#039;M&amp;#039;&amp;#039;&amp;#039;etallic. Easy plug.&lt;br /&gt;
*** Channel A is &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039;hading. Multiply the base colour by this.&lt;br /&gt;
** _WPO is for &amp;quot;world position offset&amp;quot;, which I think is used mostly to fake wind-blowing effects.&lt;br /&gt;
&lt;br /&gt;
==Colours==&lt;br /&gt;
Many, many things in RoA2 use colour masks instead of actual colours. There&amp;#039;s a two-step process for this.&lt;br /&gt;
&lt;br /&gt;
===Palettes===&lt;br /&gt;
Palette colours are defined in files in two simultaneous formats. Here&amp;#039;s an example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;Key&amp;quot;: &amp;quot;Element1&amp;quot;,&lt;br /&gt;
&amp;quot;Value&amp;quot;: {&lt;br /&gt;
    &amp;quot;R&amp;quot;: 0.672443,&lt;br /&gt;
    &amp;quot;G&amp;quot;: 0.004391,&lt;br /&gt;
    &amp;quot;B&amp;quot;: 0.001518,&lt;br /&gt;
    &amp;quot;A&amp;quot;: 1.0,&lt;br /&gt;
    &amp;quot;Hex&amp;quot;: &amp;quot;D60E05&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since D6 == 214 and 214/255 != 0.672, clearly it&amp;#039;s doing some sort of linear colour space shenanigans. The good news is that if you just paste the D60E05 into Blender, you get (0.672, 0.004, 0.002) as expected, so it seems to be of the same mind. Otherwise, you may have to research your own tool&amp;#039;s colour space shenanigans to figure out what&amp;#039;s correct.&lt;br /&gt;
&lt;br /&gt;
Note that some colours are fixed, and do not vary based on palette.&lt;br /&gt;
&lt;br /&gt;
===Masks===&lt;br /&gt;
_CM textures are colour masks. They define which part of the model turns which palette colour. The premise is that each of the four channels (RGBA) are assigned a colour, with a base colour underneath. If a pixel is 0,0,0,0 the base colour shows through, while if any of the channels are lit up the area turns the assigned colour. This means one image can supply up to 5 colours.&lt;br /&gt;
&lt;br /&gt;
But wait, there&amp;#039;s more! Instead of a &amp;quot;duoband&amp;quot; of &amp;quot;black means base, white means colour&amp;quot;, each channel can independently be set to instead be a &amp;quot;triband&amp;quot;: black means base, white means colour, and grey (0.5) is a &amp;#039;&amp;#039;different&amp;#039;&amp;#039; colour. This doubles the number of colours per channel, meaning a single image can hold up to 9 definitions (2 per channel plus the base).&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s a visual example:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Duoband||&lt;br /&gt;
|-&lt;br /&gt;
|Single channel||style=&amp;quot;width:250px;background:linear-gradient(to right, black, white);&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Colourised||style=&amp;quot;width:250px;background:linear-gradient(to right, #2f2f2f, #ef3f2f);&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!Triband||&lt;br /&gt;
|-&lt;br /&gt;
|Single channel||style=&amp;quot;width:250px;background:linear-gradient(to right, black, white);&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Colourised||style=&amp;quot;width:250px;background:linear-gradient(to right, #1f1f1f, #00dfef, #ffef00);&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
(The exact gradient may look different in Blender because it&amp;#039;s in linear space or whatever.)&lt;br /&gt;
&lt;br /&gt;
Because the order is RGBA, the alpha channel of these mask images tends to be 0. As a result, &amp;#039;&amp;#039;&amp;#039;beware of &amp;quot;transparent means black&amp;quot; optimisations&amp;#039;&amp;#039;&amp;#039; - Blender is fine as long as the texture is marked as &amp;quot;Non-Color&amp;quot;, but other stuff may need watching.&lt;/div&gt;</summary>
		<author><name>Sir Teatei Moonlight</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources/Palettes&amp;diff=3451</id>
		<title>User:Sir Teatei Moonlight/RoA2 resources/Palettes</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources/Palettes&amp;diff=3451"/>
		<updated>2025-05-04T23:52:47Z</updated>

		<summary type="html">&lt;p&gt;Sir Teatei Moonlight: Created page with &amp;quot;==Kragg== {|class=&amp;quot;wikitable&amp;quot; !Herbivore Mouth!!R!!G!!B!!Hex |- |CustomColorX||0.036458||0.036458||0.036458||353535 |- |CustomColor0||0.262251||0.066626||0.068478||8C494A |- |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kragg==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Herbivore Mouth!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|CustomColorX||0.036458||0.036458||0.036458||353535&lt;br /&gt;
|-&lt;br /&gt;
|CustomColor0||0.262251||0.066626||0.068478||8C494A&lt;br /&gt;
|-&lt;br /&gt;
|CustomColor1||0.2||0.2||0.2||7C7C7C&lt;br /&gt;
|}&lt;br /&gt;
===Default===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Neutral!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.152945||0.409722||0.080715||6DAC50&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.665387||0.686685||0.723055||D5D8DD&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.243055||0.095834||0.05148||875740&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.391572||0.401978||0.391572||A8AAA8&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||0.955973||0.491021||0.046665||FABA3D&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|Element2||0.473531||0.191202||0.07036||B7794B&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.783538||0.571125||0.396755||E5C7A9&lt;br /&gt;
|-&lt;br /&gt;
|Element4||1.0||0.666667||0.0||FFD600&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Abyssal!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.122931||0.15026||0.261||626C8C&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.42869||0.034295||0.362472||AF34A2&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.049105||0.031098||0.071||3E314B&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.514||0.019532||0.430981||BE26B0&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||1.0||0.633333||0.0||FFD100&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.048053||0.029181||0.071||3E2F4B&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.129409||0.075465||0.195||654D7A&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.274574||0.173886||0.397||8F74A9&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.761841||0.700877||0.982251||E3DAFD&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Black!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.058||0.053457||0.04437||44413B&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.507||0.478777||0.423345||BDB8AE&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.112558||0.150726||0.167||5E6C72&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.507||0.478777||0.423345||BDB8AE&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||1.0||1.0||0.0||FFFF00&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.093686||0.125455||0.139||566368&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.175122||0.250052||0.282||748991&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.406164||0.528576||0.543||ABC0C3&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.54003||0.68761||0.705||C2D8DB&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Blue!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.112054||0.487007||0.57118||5EBAC7&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.708376||0.665387||0.723055||DBD5DD&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.075036||0.109439||0.507||4D5DBD&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.708376||0.665387||0.723055||DBD5DD&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||1.0||1.0||0.0||FFFF00&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.018669||0.03262||0.286||253292&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.129375||0.217229||0.69||6580D9&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.300544||0.665387||0.708376||95D5DB&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.700877||0.931888||0.982251||DAF8FD&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cool Blue!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.0||0.2125||0.354167||007FA1&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.0||0.609375||0.436719||00CDB1&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.025716||0.026157||0.03125||2C2D31&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.507406||0.689128||0.755208||BDD9E2&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||0.036458||1.0||0.598524||35FFCB&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.014844||0.01713||0.019||202325&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.0||0.301736||0.822917||0095EA&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.099664||0.869792||0.702931||59F0DB&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.700877||0.931888||0.982251||DAF8FD&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Green!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.349||0.135761||0.135761||A06767&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.60525||0.681||0.584298||CDD8C9&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.026676||0.234||0.032357||2D8532&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.610496||0.686685||0.584078||CDD8C9&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||1.0||1.0||0.0||FFFF00&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.000911||0.23074||0.023153||03842A&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.078187||0.637597||0.111932||4FD15E&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.930111||0.973446||0.135633||F7FC67&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.799103||0.991102||0.752942||E7FEE1&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mint!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.590007||0.651042||0.621541||CAD3CF&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.880208||0.297987||0.443542||F295B2&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.101318||0.432292||0.314868||59B098&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.817708||0.787896||0.789386||EAE6E6&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||0.0||1.0||0.483333||00FFB9&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.0||0.208333||0.177083||007E75&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.099501||0.682292||0.594873||59D8CB&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.21875||1.0||0.648438||81FFD3&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.991102||0.752942||0.756911||FEE1E2&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Orange!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.088867||0.05725||0.125||544363&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.066768||0.214||0.1183||497F60&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.42||0.066192||0.01176||AE491C&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.232791||0.381||0.284664||85A691&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||0.23885||0.843||0.0||86ED00&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.327||0.048418||0.005559||9B3E10&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.465||0.094643||0.037665||B65736&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.616||0.197982||0.133672||CE7B66&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.982251||0.700877||0.700877||FDDADA&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Purple!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.365||0.11131||0.198242||A35E7B&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.642555||0.723055||0.563983||D2DDC6&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.117815||0.08771||0.245||605388&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.642555||0.723055||0.563983||D2DDC6&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||1.0||1.0||0.0||FFFF00&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.059379||0.043136||0.128||453A64&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.117815||0.08771||0.245||605388&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.24259||0.19823||0.43||877BAF&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.761841||0.700877||0.982251||E3DAFD&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Red!!R!!G!!B!!Hex&lt;br /&gt;
|-&lt;br /&gt;
|Body||0.49||0.162798||0.081199||BA7050&lt;br /&gt;
|-&lt;br /&gt;
|Belly||0.775822||0.603827||0.162029||E4CC70&lt;br /&gt;
|-&lt;br /&gt;
|Shell||0.371||0.036509||0.043613||A4353B&lt;br /&gt;
|-&lt;br /&gt;
|Spikes||0.775822||0.603827||0.162029||E4CC70&lt;br /&gt;
|-&lt;br /&gt;
|Eyes||1.0||1.0||0.0||FFFF00&lt;br /&gt;
|-&lt;br /&gt;
|Element0||0.0||0.0||0.0||000000&lt;br /&gt;
|-&lt;br /&gt;
|Element1||0.286||0.018669||0.018669||922525&lt;br /&gt;
|-&lt;br /&gt;
|Element2||0.69||0.129375||0.129375||D96565&lt;br /&gt;
|-&lt;br /&gt;
|Element3||0.708376||0.300544||0.300544||DB9595&lt;br /&gt;
|-&lt;br /&gt;
|Element4||0.982251||0.700877||0.700877||FDDADA&lt;br /&gt;
|-&lt;br /&gt;
|Element5||1.0||1.0||1.0||FFFFFF&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sir Teatei Moonlight</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources&amp;diff=3450</id>
		<title>User:Sir Teatei Moonlight/RoA2 resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources&amp;diff=3450"/>
		<updated>2025-05-04T23:35:51Z</updated>

		<summary type="html">&lt;p&gt;Sir Teatei Moonlight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rivals of Aether 2 uses UE5.4 and names files in descriptive English, so there&amp;#039;s much less weird stuff to deal with compared to e.g. Xenoblade&amp;#039;s unique formats and numerical files. Still, it&amp;#039;s good to have a central README file just in case something needs to be &amp;quot;globally&amp;quot; updated.&lt;br /&gt;
&lt;br /&gt;
See also: [[/Palettes]]&lt;br /&gt;
&lt;br /&gt;
==The general disclaimer==&lt;br /&gt;
I view tMR as a &amp;quot;casual-friendly&amp;quot; site - people don&amp;#039;t need to know anything technical about whatever game they&amp;#039;re looking for, they can just grab the model and be on their way. Because of this, my submissions make some minor changes to make the model more suitable for easy consumption. If you&amp;#039;re interested in a more &amp;quot;raw&amp;quot; representation, you&amp;#039;re probably better off getting the tools (I use FModel for RoA2) and doing some ripping yourself.&lt;br /&gt;
&lt;br /&gt;
==Things to know about these submissions in general==&lt;br /&gt;
* I didn&amp;#039;t include any models that are purely for special effects (e.g. attack trails). If you need things that deep to be accurate, you&amp;#039;re probably better off doing your own ripping anyway.&lt;br /&gt;
* RoA2 models tend to face towards +X. I rotated them to instead face -Y.&lt;br /&gt;
* _L bones are flipped so poses can be mirrored more easily.&lt;br /&gt;
* A set of pre-computed colour images for the character&amp;#039;s default palette is included, for people who just want the default and don&amp;#039;t care for setting up the colour masks (as below).&lt;br /&gt;
* Texture name hints:&lt;br /&gt;
** _BC is base colour.&lt;br /&gt;
** _CM is colour mask (see below).&lt;br /&gt;
** _N is normals.&lt;br /&gt;
** _ORMS is channelised:&lt;br /&gt;
*** Channel R is &amp;#039;&amp;#039;&amp;#039;O&amp;#039;&amp;#039;&amp;#039;cclusion. I&amp;#039;m not actually sure how applicable this is since it seems to make eyes go dark.&lt;br /&gt;
*** Channel G is &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039;oughness. Easy plug.&lt;br /&gt;
*** Channel B is &amp;#039;&amp;#039;&amp;#039;M&amp;#039;&amp;#039;&amp;#039;etallic. Easy plug.&lt;br /&gt;
*** Channel A is &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039;hading. Multiply the base colour by this.&lt;br /&gt;
** _WPO is for &amp;quot;world position offset&amp;quot;, which I think is used mostly to fake wind-blowing effects.&lt;br /&gt;
&lt;br /&gt;
==Colours==&lt;br /&gt;
Many, many things in RoA2 use colour masks instead of actual colours. There&amp;#039;s a two-step process for this.&lt;br /&gt;
&lt;br /&gt;
===Palettes===&lt;br /&gt;
Palette colours are defined in files in two simultaneous formats. Here&amp;#039;s an example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;Key&amp;quot;: &amp;quot;Element1&amp;quot;,&lt;br /&gt;
&amp;quot;Value&amp;quot;: {&lt;br /&gt;
    &amp;quot;R&amp;quot;: 0.672443,&lt;br /&gt;
    &amp;quot;G&amp;quot;: 0.004391,&lt;br /&gt;
    &amp;quot;B&amp;quot;: 0.001518,&lt;br /&gt;
    &amp;quot;A&amp;quot;: 1.0,&lt;br /&gt;
    &amp;quot;Hex&amp;quot;: &amp;quot;D60E05&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since D6 == 214 and 214/255 != 0.672, clearly it&amp;#039;s doing some sort of linear colour space shenanigans. The good news is that if you just paste the D60E05 into Blender, you get (0.672, 0.004, 0.002) as expected, so it seems to be of the same mind. Otherwise, you may have to research your own tool&amp;#039;s colour space shenanigans to figure out what&amp;#039;s correct.&lt;br /&gt;
&lt;br /&gt;
Note that some colours are fixed, and do not vary based on palette.&lt;br /&gt;
&lt;br /&gt;
===Masks===&lt;br /&gt;
_CM textures are colour masks. Basically, they represent the idea of:&lt;br /&gt;
* Where the mask is black, the base colour shows.&lt;br /&gt;
* Where the mask is red, colour 1 shows.&lt;br /&gt;
* Where the mask is green, colour 2 shows.&lt;br /&gt;
* Where the mask is blue, colour 3 shows.&lt;br /&gt;
But that&amp;#039;s not all: the alpha channel can be used to split the mask, so it&amp;#039;s actually 2 sets of K/RGB at once. This means a single mask can supply up to 8 colours. This also means that you have to &amp;#039;&amp;#039;&amp;#039;beware of &amp;quot;transparent means black&amp;quot; optimisations&amp;#039;&amp;#039;&amp;#039; - Blender is fine as long as the texture is marked as &amp;quot;Non-Color&amp;quot;, but other stuff may need watching.&lt;/div&gt;</summary>
		<author><name>Sir Teatei Moonlight</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources&amp;diff=3446</id>
		<title>User:Sir Teatei Moonlight/RoA2 resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/RoA2_resources&amp;diff=3446"/>
		<updated>2025-05-03T02:13:51Z</updated>

		<summary type="html">&lt;p&gt;Sir Teatei Moonlight: kraggers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rivals of Aether 2 uses UE5.4 and names files in descriptive English, so there&amp;#039;s much less weird stuff to deal with compared to e.g. Xenoblade&amp;#039;s unique formats and numerical files. Still, it&amp;#039;s good to have a central README file just in case something needs to be &amp;quot;globally&amp;quot; updated.&lt;br /&gt;
&lt;br /&gt;
==The general disclaimer==&lt;br /&gt;
I view tMR as a &amp;quot;casual-friendly&amp;quot; site - people don&amp;#039;t need to know anything technical about whatever game they&amp;#039;re looking for, they can just grab the model and be on their way. Because of this, my submissions make some minor changes to make the model more suitable for easy consumption. If you&amp;#039;re interested in a more &amp;quot;raw&amp;quot; representation, you&amp;#039;re probably better off getting the tools (I use FModel for RoA2) and doing some ripping yourself.&lt;br /&gt;
&lt;br /&gt;
==Things to know about these submissions in general==&lt;br /&gt;
* I didn&amp;#039;t include any models that are purely for special effects (e.g. attack trails). If you need things that deep to be accurate, you&amp;#039;re probably better off doing your own ripping anyway.&lt;br /&gt;
* RoA2 models tend to face towards +X. I rotated them to instead face -Y.&lt;br /&gt;
* _L bones are flipped so poses can be mirrored more easily.&lt;br /&gt;
* A set of pre-computed colour images for the character&amp;#039;s default palette is included, for people who just want the default and don&amp;#039;t care for setting up the colour masks (as below).&lt;br /&gt;
* Texture name hints:&lt;br /&gt;
** _BC is base colour.&lt;br /&gt;
** _CM is colour mask (see below).&lt;br /&gt;
** _N is normals.&lt;br /&gt;
** _ORMS is channelised:&lt;br /&gt;
*** Channel R is &amp;#039;&amp;#039;&amp;#039;O&amp;#039;&amp;#039;&amp;#039;cclusion. I&amp;#039;m not actually sure how applicable this is since it seems to make eyes go dark.&lt;br /&gt;
*** Channel G is &amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039;oughness. Easy plug.&lt;br /&gt;
*** Channel B is &amp;#039;&amp;#039;&amp;#039;M&amp;#039;&amp;#039;&amp;#039;etallic. Easy plug.&lt;br /&gt;
*** Channel A is &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039;hading. Multiply the base colour by this.&lt;br /&gt;
** _WPO is for &amp;quot;world position offset&amp;quot;, which I think is used mostly to fake wind-blowing effects.&lt;br /&gt;
&lt;br /&gt;
==Colours==&lt;br /&gt;
Many, many things in RoA2 use colour masks instead of actual colours. There&amp;#039;s a two-step process for this.&lt;br /&gt;
&lt;br /&gt;
===Palettes===&lt;br /&gt;
Palette colours are defined in files in two simultaneous formats. Here&amp;#039;s an example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;Key&amp;quot;: &amp;quot;Element1&amp;quot;,&lt;br /&gt;
&amp;quot;Value&amp;quot;: {&lt;br /&gt;
    &amp;quot;R&amp;quot;: 0.672443,&lt;br /&gt;
    &amp;quot;G&amp;quot;: 0.004391,&lt;br /&gt;
    &amp;quot;B&amp;quot;: 0.001518,&lt;br /&gt;
    &amp;quot;A&amp;quot;: 1.0,&lt;br /&gt;
    &amp;quot;Hex&amp;quot;: &amp;quot;D60E05&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since D6 == 214 and 214/255 != 0.672, clearly it&amp;#039;s doing some sort of linear colour space shenanigans. The good news is that if you just paste the D60E05 into Blender, you get (0.672, 0.004, 0.002) as expected, so it seems to be of the same mind. Otherwise, you may have to research your own tool&amp;#039;s colour space shenanigans to figure out what&amp;#039;s correct.&lt;br /&gt;
&lt;br /&gt;
Note that some colours are fixed, and do not vary based on palette.&lt;br /&gt;
&lt;br /&gt;
===Masks===&lt;br /&gt;
_CM textures are colour masks. Basically, they represent the idea of:&lt;br /&gt;
* Where the mask is black, the base colour shows.&lt;br /&gt;
* Where the mask is red, colour 1 shows.&lt;br /&gt;
* Where the mask is green, colour 2 shows.&lt;br /&gt;
* Where the mask is blue, colour 3 shows.&lt;br /&gt;
But that&amp;#039;s not all: the alpha channel can be used to split the mask, so it&amp;#039;s actually 2 sets of K/RGB at once. This means a single mask can supply up to 8 colours. This also means that you have to &amp;#039;&amp;#039;&amp;#039;beware of &amp;quot;transparent means black&amp;quot; optimisations&amp;#039;&amp;#039;&amp;#039; - Blender is fine as long as the texture is marked as &amp;quot;Non-Color&amp;quot;, but other stuff may need watching.&lt;/div&gt;</summary>
		<author><name>Sir Teatei Moonlight</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight&amp;diff=3445</id>
		<title>User:Sir Teatei Moonlight</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight&amp;diff=3445"/>
		<updated>2025-05-03T02:13:43Z</updated>

		<summary type="html">&lt;p&gt;Sir Teatei Moonlight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ayo. I run [https://www.xenoserieswiki.org/wiki/Main_Page Xeno Series Wiki]. Relatedly, you might know me as the Xenoblade submitter. This also means I happen to know many stuffs about MediaWiki.&lt;br /&gt;
&lt;br /&gt;
If I rip stuff for a game, I&amp;#039;ll have a subpage in this here list that are a good resource for using them:&lt;br /&gt;
* [[/RoA2 resources]]&lt;br /&gt;
* [[/Xenoblade resources]]&lt;/div&gt;</summary>
		<author><name>Sir Teatei Moonlight</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/Xenoblade_resources&amp;diff=3236</id>
		<title>User:Sir Teatei Moonlight/Xenoblade resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight/Xenoblade_resources&amp;diff=3236"/>
		<updated>2024-03-17T17:11:29Z</updated>

		<summary type="html">&lt;p&gt;Sir Teatei Moonlight: Created page with &amp;quot;If you&amp;#039;ve ever downloaded one of my Xenoblade model submissions, you&amp;#039;ve seen an included README file intended to help guide you through the trickier parts. But it&amp;#039;s become ver...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you&amp;#039;ve ever downloaded one of my Xenoblade model submissions, you&amp;#039;ve seen an included README file intended to help guide you through the trickier parts. But it&amp;#039;s become very inconvenient to update each one of those submissions every time I discover the README needs an update, addition, or fix. So instead, those README files will now link to this wiki page, which I can update much more easily.&lt;br /&gt;
&lt;br /&gt;
==The first disclaimer==&lt;br /&gt;
I&amp;#039;m posting this before updating any of my existing submissions (so I can put the link to here in their READMEs). If you download a thing and only get a .dae, you know it&amp;#039;s not yet updated, because I have to add an .fbx (.dae doesn&amp;#039;t seem to support custom normals). In that case, you should probably rely on only its README instead of this one.&lt;br /&gt;
&lt;br /&gt;
==The general disclaimer==&lt;br /&gt;
I view tMR as a &amp;quot;casual-friendly&amp;quot; site - people don&amp;#039;t need to know anything technical about whatever game they&amp;#039;re looking for, they can just grab the model and be on their way. Because of this, my submissions make some minor changes to make the model more suitable for easy consumption, such as renaming bones like &amp;quot;hair_L_00&amp;quot; to be &amp;quot;hair_00_L&amp;quot; so they naturally mirror properly, or a face shape from &amp;quot;mouth_subomu&amp;quot; to &amp;quot;mouth_pursed&amp;quot; so people understand what it means without knowing the Japanese word. And sometimes, this also means making minor corrections to obvious mistakes, such as hair strands parented to the wrong side of the face, or mesh triangles that are part of the wrong object. If you&amp;#039;re interested in a more &amp;quot;raw&amp;quot; representation, you&amp;#039;re probably better off getting the tools and doing some ripping yourself. (Shameless plug: [https://github.com/Sir-Teatei-Moonlight/monado-forge Monado Forge] is what I use for my stuff, because I wrote it myself to get around problems that other tools have.)&lt;br /&gt;
&lt;br /&gt;
==Things to know about these submissions in general==&lt;br /&gt;
*These models tend to have a lot of &amp;quot;endpoints&amp;quot; - bones in the skeleton used not for animation, but as reference points for HUD elements, special effects, and so on. You might have to do some hiding of the ones you aren&amp;#039;t interested in.&lt;br /&gt;
*Some programs can&amp;#039;t handle importing models with more than one UV map, so I have to include side-models with only one UV each. These files have &amp;quot;splitUVs&amp;quot; in the name.&lt;br /&gt;
*Similarly, there&amp;#039;s also an extra &amp;quot;faceshapes&amp;quot; file that contains every morph shape as its own object, in case your importer can&amp;#039;t handle that either.&lt;br /&gt;
*Attachments (e.g. weapons) need to be parented to the root of the bone, not the tip.&lt;br /&gt;
&lt;br /&gt;
==Things to know about both versions of XC1 (XC1, XC1DE)==&lt;br /&gt;
*Most of the time, alt colour textures have the same name as the &amp;quot;base&amp;quot; version, but sometimes, they&amp;#039;re named independently. That is, maybe the model pc267502 has its textures named as if the model is pc260502, but pc267501&amp;#039;s are actually called pc267501. I&amp;#039;ve changed all such names to be consistent, so everything in an alt folder matches name with what it replaces.&lt;br /&gt;
*Major characters have two types of faces. (Unless they&amp;#039;re a Nopon.) There&amp;#039;s the low-quality face, which is part of the head model, with three texture-based blink states and a single facial bone (jaw). Then there&amp;#039;s the highly-detailed face, which is a separate model that replaces the LQF for pre-timed cutscenes, with texture sliding for eye movement and several bones for facial features.&lt;br /&gt;
&lt;br /&gt;
==Things to know about XCX==&lt;br /&gt;
*I don&amp;#039;t have anything to put here yet. Maybe eventually...&lt;br /&gt;
&lt;br /&gt;
==Things to know about all Switch entries (XC2, XC1DE, XC3)==&lt;br /&gt;
*Many greyscale textures are channellised and combined into a single texture that&amp;#039;s usually called &amp;quot;temp0000&amp;quot; (or temp0001, temp0002, etc). Most commonly, this holds the gloss map and metal map. Sometimes the AO map and emit map are also included. Other times, if two different colour textures have the same size, their matching channelled textures might share a temp file (e.g. maybe the red and green are for material 1 but the blue is for material 2). I should have left a note in the model&amp;#039;s individual README of what belongs where if it isn&amp;#039;t pretty standard. If it&amp;#039;s &amp;#039;&amp;#039;really&amp;#039;&amp;#039; bad/confusing I might just split them out entirely.&lt;br /&gt;
*Most skin materials are supposed to have an outline. However, at this time there&amp;#039;s very little knowledge on how this data is stored or used, and I have no idea how it&amp;#039;d even be exportable into a submission. So you&amp;#039;re basically on your own for this one.&lt;br /&gt;
*Face meshes have fairly skewed custom normals. This is used as part of getting the &amp;quot;flat&amp;quot; look. Unfortunately, it also makes the terminator problem extremely blatant if you ever try to use raytraced shadows.&lt;br /&gt;
&lt;br /&gt;
==Things to know about XC2==&lt;br /&gt;
*With regards to temp0000 files, usually the gloss map is red, the AO map is green, and the metal map is blue.&lt;br /&gt;
*Normal maps are stored in the game without a blue channel (BC5 format). This saves space because you can just calculate the blue from the red and green, but your 3D program probably isn&amp;#039;t actually expecting to need to do this. Therefore, my submissions include a version with the correct blue channel added. (Later games use a newer fancier format (BC7) that includes the blue channel without taking up any more space.)&lt;br /&gt;
&lt;br /&gt;
==Things to know about XC1DE==&lt;br /&gt;
*With regards to temp0000 files, usually the gloss map is red and the metal map is green.&lt;br /&gt;
*Most things in XC1DE don&amp;#039;t have AO maps - usually only the completely new models do, as they were made from scratch.&lt;br /&gt;
*The &amp;quot;modern&amp;quot; heavy armour textures tend to be named identically to their &amp;quot;legacy&amp;quot; equivalents, with pc012701 being called pc010701 and so on. I chose to rename all of these to their pc012701 form to eliminate confusion.&lt;br /&gt;
&lt;br /&gt;
==Things to know about XC3==&lt;br /&gt;
*All texture filenames in XC3 are hashed. Basically, they took the name and mathed it into a unique number so they&amp;#039;re faster for the game to find. It&amp;#039;s possible to get the original name back, but it&amp;#039;s so much of a hassle that it isn&amp;#039;t really worth it for texture names, so all the images will be named &amp;quot;7a54db24&amp;quot; and such.&lt;/div&gt;</summary>
		<author><name>Sir Teatei Moonlight</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight&amp;diff=3235</id>
		<title>User:Sir Teatei Moonlight</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=User:Sir_Teatei_Moonlight&amp;diff=3235"/>
		<updated>2024-03-17T17:03:32Z</updated>

		<summary type="html">&lt;p&gt;Sir Teatei Moonlight: Created page with &amp;quot;Ayo. I run [https://www.xenoserieswiki.org/wiki/Main_Page Xeno Series Wiki]. Relatedly, you might know me as the Xenoblade submitter. This also means I happen to know many stu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ayo. I run [https://www.xenoserieswiki.org/wiki/Main_Page Xeno Series Wiki]. Relatedly, you might know me as the Xenoblade submitter. This also means I happen to know many stuffs about MediaWiki.&lt;br /&gt;
&lt;br /&gt;
This is the page you&amp;#039;re probably looking for: [[/Xenoblade resources]]&lt;/div&gt;</summary>
		<author><name>Sir Teatei Moonlight</name></author>
		
	</entry>
</feed>