Blender shaders and materials

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50keda
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Re: Blender shaders and materials

#21 Post by 50keda » 30 Aug 2016 15:41

Now I except smarty to pick this up and put it to moddding.com :P Do I expect to much? :D

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Re: Blender shaders and materials

#22 Post by Smarty » 30 Aug 2016 16:44

Stranger things have happened. I'm just not sure whether it would be better as documentation or as a tutorial, or maybe both. There are a lot of different effects, so I'd want to make sure that whatever format we use can effectively cover general usage as well as each effect's particularities and still be easy to navigate/understand. :?
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Re: Blender shaders and materials

#23 Post by abasstreppas » 30 Aug 2016 17:01

What about a picture of the object from in game in sun, shadow and rain (no environment mod) with medium or high graphic settings :? You can simply flip the weather in the console and sun and shadow is easy to get. Night shot is probably just necesarry on some shaders.

It would be cool if modders could post their favourite material setting for shader X (like I did on the previous page) and just add some in game pics together with it. Then others could use that like a library :)
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Re: Blender shaders and materials

#24 Post by SiSL » 10 Oct 2016 08:25

I wonder if we shall see new material rfx import/export for future compliance with next version :)

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Re: Blender shaders and materials

#25 Post by davidzoli » 10 Oct 2016 08:54

Good question! :)
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50keda
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Re: Blender shaders and materials

#26 Post by 50keda » 10 Oct 2016 10:43

Guys fx and rfx are only shader name postfixes. Effects itself are not changed in anyway. The only thing you will have to do is if using BT, convert your mod again so "rfx" suffix will be generated ;)

However I will notice you how it will be with backward compatibility, if materials with "fx" will still be properly loaded by game.

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Re: Blender shaders and materials

#27 Post by SiSL » 10 Oct 2016 10:50

Well, that was the answer to my question :)

I mean SCS decided to use rfx as official suffix, right? So I would assume next BT converter will automatically convert as rfx title from your answer :)

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Re: Blender shaders and materials

#28 Post by davidzoli » 10 Oct 2016 11:19

When I use ConverterPIX, I get this rfx postfix into the pim/pit files. Now I edit the files manually by remove the postfix to make them importable with Blender Tools.
My/our question is. Can I skip the manual edit in the future, or not? :) May I/we ask ConverterPIX developer to drop the postfix, or BT will support the rfx postfix during import?
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Re: Blender shaders and materials

#29 Post by SiSL » 10 Oct 2016 11:21

Yeah, davidzoli on the spot, may be support for "importing" both equally but exporting rfx ?

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Re: Blender shaders and materials

#30 Post by 50keda » 10 Oct 2016 12:41

1st: The thing about "rfx" and "fx" is that this is BINARY format thing. BT doesn't have to do anything with it as it operates with middle format data and will never import/export suffixed effect names. ;)

Middle format PIT and PIM shouldn't have "rfx/fx" suffix at all. In the case you find suffixes in PIM/PIT then this files are corrupted!
Hint: PIX converter at current time obviously creates corrupted effect names.


2nd: About in game support of FX in future: 'fx' suffix is translated to 'rfx' when material is loaded in runtime to maintain backwards compatibility.

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