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  • xivModdingFramework/Models/DataContainers

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xivModdingFramework/Models/DataContainers/TTModel.cs

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@@ -2909,6 +2909,7 @@ public static void CheckCommonUserErrors(TTModel model, Action<bool, string> log
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bool anyAlpha = false;
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bool anyColor = false;
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bool fullWhiteColor = true;
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bool fullWhiteColor2 = true;
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bool anyWeirdUV1s = false;
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bool anyWeirdUV2s = false;
@@ -2930,6 +2931,14 @@ public static void CheckCommonUserErrors(TTModel model, Action<bool, string> log
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fullWhiteColor2 = false;
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}
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if (fullWhiteColor == true &&
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(v.VertexColor[0] < 255
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|| v.VertexColor[1] < 255
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|| v.VertexColor[2] < 255))
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{
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fullWhiteColor = false;
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}
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anyWeirdUV1s = anyWeirdUV1s || (v.UV1.X > 2 || v.UV1.X < -2 || v.UV1.Y > 2 || v.UV1.Y < -2);
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anyWeirdUV2s = anyWeirdUV2s || ((v.UV2.X > 2 || v.UV2.X < -2 || v.UV2.Y > 2 || v.UV2.Y < -2) && v.UV2 != firstUv2);
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anyWeirdUV3s = anyWeirdUV3s || ((v.UV3.X > 2 || v.UV3.X < -2 || v.UV3.Y > 2 || v.UV3.Y < -2) && v.UV3 != firstUv3);
@@ -2954,6 +2963,11 @@ public static void CheckCommonUserErrors(TTModel model, Action<bool, string> log
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loggingFunction(true, "Mesh: " + mIdx + " Part: " + pIdx + " has a fully black Vertex Color channel. This can have unexpected results on in-game rendering. Was this intended?");
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}
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if (fullWhiteColor && m.Material.Contains("_iri_"))
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{
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loggingFunction(true, "Mesh: " + mIdx + " Part: " + pIdx + " has a fully white Vertex Color channel on an Iris material. This will break Heterochromia and cause discoloration. Was this intended?");
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}
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if (fullWhiteColor2)
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{
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loggingFunction(true, "Mesh: " + mIdx + " Part: " + pIdx + " has a fully white Vertex Color 2 channel. This may turn the model into wiggly jiggly jello in game.");

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