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How to use V11 shaders? - Printable Version +- Phoenix Garden (https://roysforum.com) +-- Forum: V11 game and content (https://roysforum.com/forum-107.html) +--- Forum: V11 Discussion (https://roysforum.com/forum-110.html) +--- Thread: How to use V11 shaders? (/thread-757.html) |
How to use V11 shaders? - Orgoneotron - 10-24-2024 Is there any documentation on using material shaders in V11? I've noticed in the V11Beta archive there are .png files with endings like '_norm' (which are normal maps), '_metal', '_glass', '_red', '_red_color' and '_color' which seem to function a bit like how the Hook did in earlier versions, but does anyone know how these work? The '_norm' one is pretty straight forward, but I'm not sure exactly what the others do, or how to create them. RE: How to use V11 shaders? - Orgoneotron - 11-02-2024 Ok, I've done some testing on these, as I mentioned, I haven't managed to get any results from the If a mod includes only a _norm file, then the result is that the object (or person, these work on skin textures) appears dark and metallic, to prevent this, a '_metal' file needs to be included. I hope this helps someone. RE: How to use V11 shaders? - Orgoneotron - 11-10-2024 I've found out more about the '_metal' files, the red channel contains the metalicity (how meteal the texture should look), while the alpha channel contains the overall shinyness. To convert a hook 5 'spec' texture to use this system copy the green channel to the alpha channel, as hook 5 spec texures also used the red channel for metalicity. The green and blue channels appear to be unused. I haven't managed to get a '_glass' texture to do anything, and I still have now idea how they are supposed to be used. I'll continue my experiments. RE: How to use V11 shaders? - caligula - 11-24-2024 Thank you for this. I just started working with v11 myself and was wondering how everything works versus hook5. This is invaluable! |