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feat(ugc): opt-in metal and glow shader groups in made models
Player models are multishader (RenderComponent shader 100): the client wraps each NiLODNode and draws it with the mapShaders id in its name. With shader_metal, shader_brushed or shader_glow set, the opaque bricks are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml types (shinySteel; brushedSteel and matteSteel for brushed), glow its glow colors. Glow shapes get an emissive material (glow_emissive) and their plain color, not the baked one. Transparent glow stays in S01_Alpha. All off by default, which writes the same bytes as before (tested). Not how live looked; models already made change only when made again. The icon renderer reads the groups back by tag and draws glow at its plain color and metal with a tinted reflection and highlight. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -64,6 +64,24 @@ 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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# 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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# Brushed Steel.
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# shader_glow: for opaque glowing colors (LU Toolbox's glow colors), with their plain color and an emissive material:
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# 46 is LEGO-Emissive. Transparent glow stays with the transparent bricks.
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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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glow_emissive=1
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metal_material_types=shinySteel
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brushed_material_types=brushedSteel,matteSteel
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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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remove_hidden_faces=1
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