📢 PSA: Custom mask mods - Changes required for Payday 2 Update 243

Originally posted by Rex on Steam Discussions

With update 243 we made adjustments to how masks can be customized, which required shader changes that now needs the "material_config" files to be updated.

Custom mod masks will not automatically support this new format so to make it work in the new system you will need to make the following changes!

Rename the render_template from "solid_mask" to "solid_mask:MATS_3" Add material_amounts vector3 parameter Add diffuse_layer0_texture parameter Add diffuse_layer1_texture parameter Add diffuse_layer2_texture parameter

If you are uncertain on how to add these parameters; See the below codeblocks for an old and new version of a mask material.

Old material code block for reference:

<material name="mat_template" unique="true" render_template="solid_mask" version="2"> <diffuse_texture file="units/payday2/masks/msk_template/template_df"/> <bump_normal_texture file="units/payday2/masks/msk_template/template_nm"/> <reflection_texture file="units/payday2/matcaps/matcap_plastic_df"/> <material_texture file="units/payday2/masks/shared_textures/patterns/pattern_no_color_no_material_df"/> <variable value="0 0 0" type="vector3" name="tint_color_a"/> <variable value="0 0 0" type="vector3" name="tint_color_b"/> <variable value="1" type="scalar" name="material_amount"/> </material>

Same material in the new format.

<material name="mat_template" unique="true" render_template="solid_mask:MATS_3" version="2"> <diffuse_texture file="units/payday2/masks/msk_template/template_df"/> <bump_normal_texture file="units/payday2/masks/msk_template/template_nm"/> <reflection_texture file="units/payday2/matcaps/matcap_plastic_df"/> <material_texture file="units/payday2/masks/shared_textures/patterns/pattern_no_color_no_material_df"/> <variable type="scalar" name="material_amount" value="1"/> <variable type="vector3" name="material_amounts" value="2 2 2"/> <diffuse_layer0_texture file="units/payday2/matcaps/matcap_plastic_df"/> <diffuse_layer1_texture file="units/payday2/matcaps/matcap_plastic_df"/> <diffuse_layer2_texture file="units/payday2/matcaps/matcap_plastic_df"/> </material>

I need help! It's not working!

Make sure you have not made changes to "diffuse_texture", "bump_normal_texture", "reflection_texture", "material_texture" or the parameter "material_amount". Check to see if you have the right variable type for your "material_amounts" parameter, it should be "vector3" and NOT "scalar". Make sure the parameters for "tint_color_a" and "tint_color_b" are not present in the material. If all else fails make a comment under this post and someone can point out any mistakes that may have been made.
custom weapon: styropyro's fun stick (i dont have any better names lol)
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literaly just a metal rod at the end of a 2x4 that you use to poke cops with. this poking, however, causes a bajillion of every energy measurement unit to pass through them, frying them and whatnot. with a lotta sparks. like a LOTTA sparks. just for a little flair :3

maybe it could also have the saw effect, since i imagine it could cut through things too. im pretty sure styro cut a giant metal disk in a few pieces in his 100 car battery video.
hell, make it's ammo work kinda like the saw! by that, i mean its "ammo" only goes down while in contact with enemies or terrain. although instead of limited ammo with no pickup, i imagine it would instead "charge up" (refill its ammo) very slowly over time. slowly enough that you'd want a competent primary to use while waiting for it. and yeah it would be nice to have it in the secondary slot, personally i always have the rpg for anti-dozer activities so sacrificing it would be a tough decision but still not as tough as sacrificing my machine gun.

Fun
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