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Support for 'tsnmapcalc' Flavor #4
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Michaleczeq
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Small modification that adds support for 'tsnmapcalc' flavor mostly used in road templates models, where road texture use normal map.
Fast fix that add tsnmapcalc to Shader Editor
theHarven
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Feb 18, 2024
* Added support for "dif.spec.amod.dif.spec" shader. It's not perfect, but it should be enough to work with models. (Col_alpha: 0.25 = full Base, 0.0/0.5 = Full Over. Idk why it's divided that way.) * Added condition to allow aliasing materials with "tsnmap" flavor, like it is made in "/material/terrain/" dir. * Fixed aux[0] and aux[1] (changed from float2 to float4 - texgen_X_rot and unused/nmap rot? idk)
Added support for custom unloading/loading locators in "Spawn Point" -> "Custom" setting. Custom (un)loading settings allow you, to set parking difficulty, max trailer lenght and trailer type like "Company" tool in ME.
* Fixed error when you try import old .pip file, without "Flags" attribute inside "SpawnPoint".
* Custom spawn point fixes (now unload/load is separeted from parking difficulty) * Added visual colored shape showing depot place, size and difficulty * BGL module was replaced by GPU in one place * Some blf.size fixes (removed unnecessary arg)
* Fixed upside-down reflection in env shaders * Updated .bin file with new shaders (eut2.interior)
* Small fix of comments in amod shader * First implementation of "eut2.interior.lit" and "eut2.interior.curtain.lit" shaders (there is also "eut2.interior.spatial.lit", but SCS not use it anywhere now). It's without "interrior mapping" effect, but allow to create new models with that shaders. Because ConverterPIX not support new attributes from mat, after import from .scs, you MUST open .pit file, and replace all: interior_unit_room_dimensions --> aux[0] interior_atlas_dimensions --> aux[1] interior_glass_color --> aux[2]
* Fixed "amod" shader - changed "decal_blending_factors" attribute to "aux" (and removed old properties) * Added support for "Decal blending factors" attributes in material tab * Updated "amod" nodes to better reflect that shader in blender * Corrected TexGen description in shader_presets.txt
* Added support for old tg0 (aux[0]) and tg1 (aux[1]) float2 values * Changed tool version (added ".1" to version number) to distinguish my edits from official SCS version. Author is also added.
* Reverted "upside-down" envmap fix (caused problems elsewhere) * Fixed wrong order of “envmap” and “shadow” flavors in lamp shader * Fixed problems with exporting models with "interior" shader (missing UV1 in model data) by adding "Material Mapping" setting below attributes (need more testing) * Added "Interior Window Tool" in sidebar, which allows you to enable/disable glass reflection effect on interior shader (by changing UV tile). It's possible, that other shaders with "glass" reflections also support that. * Added support for "anim" flavor in "lamp" shader * Added support for "dif.spec.mult.dif.iamod.dif.add.env" shader
- Fixed "aux[5]" in "eut2.building.asafew.a.lvcol.day" shader. - Added support for "baked" shader (with flavors). - Changed "Specular Color" input in "add_env" node from required to optional (because "baked" shader don't use it)
- Fixed problem with imported - Added parts starting with "_col" to collisions - Added automatic replace for outdated "window.day/night" shaders to "window.lit". - Added missing flavors in some "building" shaders - Added support for "building.add.env.lvcol.day"
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Small modification that adds support for 'tsnmapcalc' flavor mostly used in road templates models, where road texture use normal map.