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feat(ugc): metal, brushed steel and glow shaders on by default
Tested in game: shader_metal 88, shader_brushed 89 and shader_glow 46 are now the defaults, with brushed_colors defaulting to the drum lacquered 298,300,1002,1004 and transparent_colors to 129. Empty list settings take the default; none turns a list off. The three shader ids set to 0 still write live's all-plastic models byte for byte. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -47,13 +47,13 @@ max_attempts=3
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# color_variation: each brick's brightness is shifted by up to this percent (the same every time; 0: none).
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# transparent_opacity: transparent bricks' opacity in percent.
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# color_brightness: the models' colors in percent (not icons'; 100: as the palette has them, lower is darker).
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# transparent_colors: color ids drawn transparent whatever Materials.xml says, comma separated (e.g. 129, the
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# transparent glitter violet, which Materials.xml has opaque). Empty: none.
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# transparent_colors: color ids drawn transparent whatever Materials.xml says, comma separated (empty: the default, 129,
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# the transparent glitter violet, which Materials.xml has opaque; none: no colors).
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color_palette=lu_toolbox
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color_variation=5
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transparent_opacity=58.82
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color_brightness=100
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transparent_colors=
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transparent_colors=129
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# Levels of detail made, from the client's brickprimitives (0 most detailed, 2 least), and the distances they're
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# drawn at (LU Toolbox picks each level's range from these by which levels are made; lod_cull: drawn up to).
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@@ -69,8 +69,8 @@ lod_cull=10000
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shader_opaque=01
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combine_transparent=0
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# Metal and glow colors in NiLODNodes of their own, drawn with the client's metal and emissive shaders. Not how live
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# looked: live's models were all LEGO plastic (S01), which is what 0 (off, the default) keeps, byte for byte.
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# Metal and glow colors in NiLODNodes of their own, drawn with the client's metal and emissive shaders (the default).
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# Not how live looked: live's models were all LEGO plastic (S01), which 0 (off) keeps, byte for byte.
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# shader_metal: mapShaders id for metal colors (Materials.xml types in metal_material_types and LU Toolbox's metallic
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# colors), S<id>_Metal_Model: 88 is Polished Metal.
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# shader_brushed: for brushed steel colors (brushed_material_types; the client's Materials.xml has none): 89 is
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@@ -80,14 +80,15 @@ combine_transparent=0
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# glow_emissive: the glow shapes' material emissive (how far the shader goes from lit to the plain color, 1 fully).
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# *_material_types: Materials.xml MaterialTypes, comma separated (empty: the default, none: no types).
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# Models already made keep their look until they're made again (the dashboard's Make everything again, or Reprocess).
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shader_metal=0
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shader_brushed=0
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shader_glow=0
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shader_metal=88
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shader_brushed=89
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shader_glow=46
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glow_emissive=1
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metal_material_types=shinySteel
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brushed_material_types=brushedSteel,matteSteel
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# brushed_colors: LEGO color ids drawn as brushed steel whatever their type (e.g. the drum lacquered 298,300,1002,1004)
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brushed_colors=
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# brushed_colors: LEGO color ids drawn as brushed steel whatever their type, comma separated (empty: the default, the
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# drum lacquered 298,300,1002,1004; none: no colors)
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brushed_colors=298,300,1002,1004
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# Remove faces that can't be seen from anywhere (optimize_resolution: detail of the renders that decide it;
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# hsr_ground_plane: 1 also removes what can only be seen from below the model)
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