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→Armor/Clothing Texture Maps (Basic)
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== Armor/Clothing Texture Maps (Advanced) == | == Armor/Clothing Texture Maps (Advanced) == | ||
One can read [[Modding:Creating Outfit Textures|here]] to learn about the actual creation of textures for your custom armor/clothing, and check out [[Modding:Coding An Item|here]] for more in-depth explanations on inserting your textures into a mod. | One can read [[Modding:Creating Outfit Textures|here]] to learn about the actual creation of textures for your custom armor/clothing, and check out [[Modding:Coding An Item|here]] for more in-depth explanations on inserting your textures into a mod. This section is only meant to expand on the previous one with some images and the occasional code example, and with only brief mentions of texture editing. | ||
This section is only meant to expand on the previous one with some images and the occasional code example, and with only brief mentions of texture editing. | |||
== Shader (Configs) == | |||
These files get assigned to each and every material used for models, and essentially tells the game how to render an object - what texture maps it allows and the different parameters one can edit. | These files get assigned to each and every material used for models, and essentially tells the game how to render an object - what texture maps it allows and the different parameters one can edit. | ||
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Some shaders allow for additional maps or features to be used for armor/clothing, such as: | Some shaders allow for additional maps or features to be used for armor/clothing, such as: | ||
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=== Alpha (aka Transparancy) === | === Alpha (aka Transparancy) === | ||
Some shader configs allow you to create completely (or partially) transparent parts on armor/clothing without needing to edit the mesh. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest.lsf</blockquote>[some images for illustration] | Some shader configs allow you to create completely (or partially) transparent parts on armor/clothing without needing to edit the mesh. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest.lsf</blockquote>[some images for illustration] | ||
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=== Backfaces (Two-sided textures) === | === Backfaces (Two-sided textures) === | ||
A way to make your model appear double-sided without editing the mesh, is to use a shader config that allows for Backfaces. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest_2S.lsf</blockquote>[some images for illustration] | A way to make your model appear double-sided without editing the mesh, is to use a shader config that allows for Backfaces. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest_2S.lsf</blockquote>[some images for illustration] | ||