Additional Render Templates 15 Oct 2015

If anyone cares, these render templates were added w/ the weapon skin update.
http://pastebin.com/Uw7JGnvR
The most notable thing, is added Gloss-Spec-Material-Alpha Texture slots.
All weapons have been given 3 more material config files, named
*_cc
*_thq
*_cc_thq
They look something along the lines of
wpn_fps_74_b_standard_cc
<material name="ak74_barrel" render_template="generic_customizable:CUBE_ENVIRONMENT_MAPPING:DECAL_STICKER_UV2:DEPTH_SCALING:DIFFUSE_TEXTURE:GRADIENTMAP:NORMALMAP:PATTERN_GRADIENTMAP:PATTERN_GRADIENTMAP_ANGLE_OFFSET:PATTERN_UV2:WEAR_TEAR_MASKING" version="2">
<diffuse_texture file="units/payday2/weapons/wpn_fps_ass_74_pts/wpn_fps_ass_74_b_standard_df_cc"/>
<bump_normal_texture file="units/payday2/weapons/wpn_fps_ass_74_pts/wpn_fps_ass_74_b_standard_nm"/>
<diffuse_layer1_texture file="units/payday2_cash/safes/default/base_gradient/base_default_df"/>
<diffuse_layer2_texture file="units/payday2_cash/safes/default/pattern_gradient/gradient_default_df"/>
<diffuse_layer0_texture file="units/payday2_cash/safes/default/pattern/pattern_default_df"/>
<reflection_texture type="cube" global_texture="current_global_texture"/>
<variable value="1 0 1" type="vector3" name="pattern_tweak"/>
<variable value="0 0 0" type="vector3" name="pattern_pos"/>
<variable value="0" type="scalar" name="wear_tear_value"/>
<diffuse_layer3_texture file="units/payday2_cash/safes/default/sticker/sticker_default_df"/>
<variable value="1 1 1" type="vector3" name="uv_scale"/>
<variable value="0 0 0" type="vector3" name="uv_offset_rot"/>
<variable value="0 0 0" type="vector3" name="cubemap_pattern_control"/>
</material>
TEMPLATE USED
<template name="generic_customizable:CUBE_ENVIRONMENT_MAPPING:DECAL_STICKER_UV2:DEPTH_SCALING:DIFFUSE_TEXTURE:GRADIENTMAP:NORMALMAP:PATTERN_GRADIENTMAP:PATTERN_GRADIENTMAP_ANGLE_OFFSET:PATTERN_UV2:WEAR_TEAR_MASKING" sort_value="">
<variable name="diffuse_layer3_texture" type="texture" ui_name="Decal (UV2)" expects_gamma_corrected="false"/>
<variable name="diffuse_layer1_texture" type="texture" ui_name="Base color gradient map" expects_gamma_corrected="true"/>
<variable name="diffuse_layer2_texture" type="texture" ui_name="Pattern gradient texture" expects_gamma_corrected="true"/>
<variable name="diffuse_layer0_texture" type="texture" ui_name="Pattern on second UV" expects_gamma_corrected="true"/>
<variable name="diffuse_texture" type="texture" ui_name="Diffuse Texture (UV1)" expects_gamma_corrected="true"/>
<variable name="bump_normal_texture" type="texture" ui_name="Normal map (UV2 else UV1)" expects_gamma_corrected="false"/>
<variable name="reflection_texture" type="texture" ui_name="Reflection Cube" expects_gamma_corrected="true"/>
<variable name="uv_scale" type="vector3" ui_type="vector3" ui_name="Sticker Scale x y, Sticker Spec Influence" default="1 1 1" min="0.005 0.005 0.0" max="100 100 1" step="0.01 0.01 0.015"/>
<variable name="uv_offset_rot" type="vector3" ui_type="vector3" ui_name="Sticker Position Offset x y, Sticker Rotation" default="0 0 0" min="-2.0 -2.0 -4.0" max="2 2 4" step="0.001 0.001 0.005"/>
<variable name="pattern_tweak" type="vector3" ui_type="vector3" ui_name="Pattern Tiling, Pattern Rotation, Pattern Spec Opacity" default="1 0 1" min="0.005 -4.0 0.0" max="100 4.0 1.01" step="0.05 0.05 0.015"/>
<variable name="pattern_pos" type="vector3" ui_type="vector2" ui_name="Pattern offset" default="0 0 0" min="-10.0 -10.0 0.0" max="10 10 0" step="0.001 0.001 0.001"/>
<variable name="wear_tear_value" type="scalar" ui_name="Wear and Tear Mask Reference" min="0.00" max="1.00" default="0.1" step="0.05"/>
<variable name="cubemap_pattern_control" type="vector3" ui_type="vector2" ui_name="Pattern Cubemap Intesity, Pattern Cubemap influence" min="0.00 0.00" max="1.0 1.0" default="0.0 0.0" step="0.1 0.1"/>
</template>
wpn_fps_74_b_standard_cc_thq
<material name="ak74_barrel" render_template="generic_customizable:CUBE_ENVIRONMENT_MAPPING:DECAL_STICKER_UV2:DIFFUSE_TEXTURE:GRADIENTMAP:NORMALMAP:PATTERN_GRADIENTMAP:PATTERN_GRADIENTMAP_ANGLE_OFFSET:PATTERN_UV2:WEAR_TEAR_MASKING" unique ="true" version="2">
<diffuse_texture file="units/payday2/weapons/wpn_fps_ass_74_pts/wpn_fps_ass_74_b_standard_df_cc" mip="1"/>
<bump_normal_texture file="units/payday2/weapons/wpn_fps_ass_74_pts/wpn_fps_ass_74_b_standard_nm" mip="1"/>
<diffuse_layer1_texture file="units/payday2_cash/safes/default/base_gradient/base_default_df"/>
<diffuse_layer2_texture file="units/payday2_cash/safes/default/pattern_gradient/gradient_default_df"/>
<diffuse_layer0_texture file="units/payday2_cash/safes/default/pattern/pattern_default_df"/>
<reflection_texture type="cube" global_texture="current_global_texture"/>
<variable value="1 0 1" type="vector3" name="pattern_tweak"/>
<variable value="0 0 0" type="vector3" name="pattern_pos"/>
<variable value="0" type="scalar" name="wear_tear_value"/>
<diffuse_layer3_texture file="units/payday2_cash/safes/default/sticker/sticker_default_df"/>
<variable value="1 1 1" type="vector3" name="uv_scale"/>
<variable value="0 0 0" type="vector3" name="uv_offset_rot"/>
<variable value="0 0 0" type="vector3" name="cubemap_pattern_control"/>
</material>
TEMPLATE USED:
<template name="generic_customizable:CUBE_ENVIRONMENT_MAPPING:DECAL_STICKER_UV2:DIFFUSE_TEXTURE:GRADIENTMAP:NORMALMAP:PATTERN_GRADIENTMAP:PATTERN_GRADIENTMAP_ANGLE_OFFSET:PATTERN_UV2:WEAR_TEAR_MASKING" sort_value="">
<variable name="diffuse_layer3_texture" type="texture" ui_name="Decal (UV2)" expects_gamma_corrected="false"/>
<variable name="diffuse_layer1_texture" type="texture" ui_name="Base color gradient map" expects_gamma_corrected="true"/>
<variable name="diffuse_layer2_texture" type="texture" ui_name="Pattern gradient texture" expects_gamma_corrected="true"/>
<variable name="diffuse_layer0_texture" type="texture" ui_name="Pattern on second UV" expects_gamma_corrected="true"/>
<variable name="diffuse_texture" type="texture" ui_name="Diffuse Texture (UV1)" expects_gamma_corrected="true"/>
<variable name="bump_normal_texture" type="texture" ui_name="Normal map (UV2 else UV1)" expects_gamma_corrected="false"/>
<variable name="reflection_texture" type="texture" ui_name="Reflection Cube" expects_gamma_corrected="true"/>
<variable name="pattern_tweak" type="vector3" ui_type="vector3" ui_name="Pattern Tiling, Pattern Rotation, Pattern Spec Opacity" default="1 0 1" min="0.005 -4.0 0.0" max="100 4.0 1.01" step="0.05 0.05 0.015"/>
<variable name="pattern_pos" type="vector3" ui_type="vector2" ui_name="Pattern offset" default="0 0 0" min="-10.0 -10.0 0.0" max="10 10 0" step="0.001 0.001 0.001"/>
<variable name="uv_scale" type="vector3" ui_type="vector3" ui_name="Sticker Scale x y, Sticker Spec Influence" default="1 1 1" min="0.005 0.005 0.0" max="100 100 1" step="0.01 0.01 0.015"/>
<variable name="uv_offset_rot" type="vector3" ui_type="vector3" ui_name="Sticker Position Offset x y, Sticker Rotation" default="0 0 0" min="-2.0 -2.0 -4.0" max="2 2 4" step="0.001 0.001 0.005"/>
<variable name="wear_tear_value" type="scalar" ui_name="Wear and Tear Mask Reference" min="0.00" max="1.00" default="0.1" step="0.05"/>
<variable name="cubemap_pattern_control" type="vector3" ui_type="vector2" ui_name="Pattern Cubemap Intesity, Pattern Cubemap influence" min="0.00 0.00" max="1.0 1.0" default="0.0 0.0" step="0.1 0.1"/>
</template>
wpn_fps_74_b_standard_thq
<material name="ak74_barrel" render_template="generic:DIFFUSE_TEXTURE:NORMALMAP:NORMALMAP_UV1" version="2">
<diffuse_texture file="units/payday2/weapons/wpn_fps_ass_74_pts/wpn_fps_ass_74_b_standard_df" mip="1"/>
<bump_normal_texture file="units/payday2/weapons/wpn_fps_ass_74_pts/wpn_fps_ass_74_b_standard_nm" mip="1"/>
</material>
TEMPLATE USED:
<template name="generic:DIFFUSE_TEXTURE:NORMALMAP:NORMALMAP_UV1" sort_value="">
<variable name="diffuse_texture" type="texture" ui_name="Diffuse Texture (UV1)" expects_gamma_corrected="true"/>
<variable name="bump_normal_texture" type="texture" ui_name="Normal map (UV2 else UV1)" expects_gamma_corrected="false"/>
</template>
Replies
If anyone cares, I made a material config cheatsheet, which will populate input requests based on your desired aspects, and generate a complete config for a single item, using the data you provide.
Note: You will be forced to make a copy of it, in order to use it.
https://docs.google.com/spreadsheets/d/1mBpWRkzVh1bQqHxl6nx6D0Mq_pBDjZodY-_To2Ph5SQ/copy
Additional things included in the spreadsheet, to help you: