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Modding:Armor/Clothing Texture Maps: Difference between revisions

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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_BMA_file_with_Alpha_channel.jpg|border|frameless|438x438px]][[File:Example_of_shader_use_with_Alpha.png|alt=Example of shader used + _BM with Alpha|border|frameless|587x587px]]


[[File:Example of BMA file with Alpha channel.jpg|border|right|frameless|438x438px]]
=== Backfaces (Two-sided textures) ===
[[File:Example of shader use with Alpha.png|border|left|frameless|587x587px|Example of shader used + _BM with Alpha]]
 
 


=== Backfaces (Two-sided textures) ===


A way to make your model appear double-sided without editing the mesh, is to use a shader config that allows for Backfaces. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest_2S.lsf</blockquote>[some images for illustration]
A way to make your model appear double-sided without editing the mesh, is to use a shader config that allows for Backfaces. A standard one is:<blockquote>Materials\Public\Shared\Assets\Materials\Characters\CHAR_BASE_AlphaTest_2S.lsf</blockquote>[some images for illustration]
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