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OrgoneotronHow to use V11 shaders?
#1
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.
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#2
Ok, I've done some testing on these, as I mentioned, _norm simply requires a normal map, probably in any format the game accepts.
_metal is actually a 'shinyness' or specularity map, however, the actual specularity texture is in the texture's alpha channel, the green and blue channels are all black, while the red channel is all white (maybe). If found when importing a speculaity map from a hook 5 texure the levels of the alpha map need to be halved or the texture displays with black splotches.
I haven't managed to get any results from the _glass textures yet, and I haven't tried the others.
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.
[-] The following 2 users Like Orgoneotron's post:'s post
  • daspex (11-09-2024), Nikole (11-02-2024)
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#3
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.
[-] The following 1 user Likes Orgoneotron's post:'s post
  • daspex (11-24-2024)
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#4
Thank you for this. I just started working with v11 myself and was wondering how everything works versus hook5. This is invaluable!
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