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Modding:Coding An Item: Difference between revisions
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'''(End of MaterialBank)''' | '''(End of MaterialBank)''' | ||
Now the material we have found, SourceFile "Public/Shared/Assets/Materials/Characters/CHAR_BASE.lsf" is a fairly standard shader without transparency or glowing. Materials that can be Transparent have 'Alpha' in the title. For example, "Public/Shared/Assets/Materials/Characters/CHAR_BASE_AlphaTest_2S.lsf" or "CHAR_BASE_AlphaTest_2S_Dither" will enable alpha and make the mesh visible from both sides (turns off backface culling). | Now the material we have found, SourceFile "Public/Shared/Assets/Materials/Characters/CHAR_BASE.lsf" is a fairly standard shader without transparency or glowing. Materials that can be Transparent have 'Alpha' in the title. For example, "Public/Shared/Assets/Materials/Characters/CHAR_BASE_AlphaTest_2S.lsf" or "CHAR_BASE_AlphaTest_2S_Dither" will enable alpha and make the mesh visible from both sides (turns off backface culling). Underwear needs to have a Dither shader or it won't hide correctly. | ||
Materials with _VT at the end are useless to us, as they only work with virtual texture. A virtualtexture is essentially a box for textures that makes it load faster. We don't have any way of packing virtualtextures ourselves, so do not attempt to use those materials. | Materials with _VT at the end are useless to us, as they only work with virtual texture. A virtualtexture is essentially a box for textures that makes it load faster. We don't have any way of packing virtualtextures ourselves, so do not attempt to use those materials. |