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Modding:Armor/Clothing Texture Maps: Difference between revisions
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→Armor/Clothing Texture Maps (Advanced)
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<blockquote>Public/Shared/Assets/Materials/Base/Base_GM_Pulse_FX.lsf</blockquote>^ A little more advanced, as it lets you set Glow Map color via either an overlaid GlowColor OR you can insert the colors directly into the Glow Map depending on your chosen settings, and also lets you set a pulse animation on the glow. Does not support MSKcolor maps! | <blockquote>Public/Shared/Assets/Materials/Base/Base_GM_Pulse_FX.lsf</blockquote>^ A little more advanced, as it lets you set Glow Map color via either an overlaid GlowColor OR you can insert the colors directly into the Glow Map depending on your chosen settings, and also lets you set a pulse animation on the glow. Does not support MSKcolor maps! | ||
[[File:Example of Base GM Pulse FX (animated).mp4|none|thumb | [[File:Example of Base GM Pulse FX (animated).mp4|none|thumb|Example of Base_GM_Pulse_FX]] | ||
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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>Any transparency is added via the Base Color map, by creating a white Alpha channel and painting in parts you want fully transparent with black (grey for partial transparancy). In the game files these files might be called _BMA instead of _BM, but the naming doesn’t matter - they’re just _BM files exported with Alpha active. | 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>Any transparency is added via the Base Color map, by creating a white Alpha channel and painting in parts you want fully transparent with black (grey for partial transparancy). In the game files these files might be called _BMA instead of _BM, but the naming doesn’t matter - they’re just _BM files exported with Alpha active. | ||
[[File:Example_of_shader_use_with_Alpha.png|alt=Example of shader used + _BM with Alpha|left|thumb|567x567px]] | |||
[[File:Example_of_BMA_file_with_Alpha_channel.jpg|thumb|423x423px|Example custom Base Color + Alpha Map]] | |||