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→Armor/Clothing Texture Maps (Basic)
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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. | 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. | ||
== Shader (Configs) == | |||
=== 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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Between 0 - 1 = pulse animation and its speed | Between 0 - 1 = pulse animation and its speed | ||
There are some Glow Map shaders that let you set colors via a ColorMap, which essentially is a colored gradient - these are more often used for VFX stuff than armor/clothing. | There are some Glow Map shaders that let you set colors via a ColorMap, which essentially is a colored gradient - these are more often used for VFX stuff than armor/clothing. | ||
=== Alpha (aka Transparancy) === | === Alpha (aka Transparancy) === | ||
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[some images for illustration] | [some images for illustration] | ||
=== Backfaces (Two-sided textures) === | === Backfaces (Two-sided textures) === | ||
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You don’t need to do anything special when switching to this shader, the textures used within the materials will now just appear double-sided. Note that this one also allows for transparency, as a non-VT alternative just for _2s exclusively doesn’t exist for us to use. As long as you don’t have an Alpha channel in your Base Color Map it won’t affect your textures. | You don’t need to do anything special when switching to this shader, the textures used within the materials will now just appear double-sided. Note that this one also allows for transparency, as a non-VT alternative just for _2s exclusively doesn’t exist for us to use. As long as you don’t have an Alpha channel in your Base Color Map it won’t affect your textures. | ||
=== VertCut === | === VertCut === | ||
Shaders with this term in their name allow for using vertex colors to mask parts of clothing. For example, a pair of boots are too long and clip through pants - a VertCut shader will allow you (with an appropriately set up model) to hide the part of the pants the boot overlays and avoid clipping. You can read more about them in general [[Modding:VertexColorMaskSlots|here]]. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_VertCut.lsf</blockquote> | Shaders with this term in their name allow for using vertex colors to mask parts of clothing. For example, a pair of boots are too long and clip through pants - a VertCut shader will allow you (with an appropriately set up model) to hide the part of the pants the boot overlays and avoid clipping. You can read more about them in general [[Modding:VertexColorMaskSlots|here]]. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_VertCut.lsf</blockquote> | ||
=== What if I want to use x and x? === | === What if I want to use x and x? === |