Additional Render Templates 15 Oct 2015
#1
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
Code:
<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

Code:
<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
Code:
<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:
Code:
<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
Code:
<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:
Code:
<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>
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#2
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/1...Ph5SQ/copy

1. Open the Material config you want to edit.
2. Find the name of the object you want to change the data for, and place it in the object name slot.
3. Configure details as needed.
4. Scroll to the bottom of the main sheet, and copy/paste the info back into the material config file.

Additional things included in the spreadsheet, to help you:
- Recommended input listings next to the input, which gives you a general idea of what you should write in the input request box. There won't be any recommended input for aspects that would be item specific, such as a texture or normalmap filepath.
- Min/Max reference next to the recommended input, as applicable, for further reference
- Seperated Reference sheet, which has a link to my material config steam guide, and lists common items, the template they use, and generalized input values, such as contour values or reflection textures.
- \ will automatically be converted to /, in the completed config listing
- .dds and .texture will be removed, if you mistakenly include them
- Filtering templates via drop down selections, because who would ever want to scroll through 10065+ lines trying to find the exact one they are looking for. (If you want to remove a value for a filter, just highlight it, and hit delete)
- Protected cells, just in case you accidentally attempt to delete something important, like the notes.
- Some other stuff I'm sure I've forgotten
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