feat(ugc): brushed_colors, LEGO color ids drawn as brushed steel

The client's Materials.xml has no brushedSteel or matteSteel colors, so the
Brushed Steel shader (mapShaders 89) was never used. brushed_colors names
color ids to draw with it whatever their type (e.g. the drum lacquered
298, 300, 1002, 1004); a named color wins over the metal and glow colors.
Empty by default. The docs note that the client registers the brushed
reflection and noise textures itself (0x00453730), so the .nif needs none.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 10:18:07 -05:00
parent 6c45d4abdb
commit f3922b3bcb
7 changed files with 24 additions and 2 deletions

View File

@@ -221,11 +221,12 @@ all of its levels, so each look needs a group of its own.
| Setting (`ugcconfig.ini`, dashboard: UGC models) | Default | What it writes |
| --- | --- | --- |
| `shader_metal` | 0 (off) | `S<id>_Metal_Model` for metal colors: 88 is Polished Metal (gameValue 98). The client loads `textures/metal/metal_reflection_polished.dds` itself and tints it by the vertex color (`Metallic.fx`, `Technique_Lighting_PolishedMetal_VertColor`). |
| `shader_brushed` | 0 (off) | `S<id>_Brushed_Model` for brushed steel colors: 89 is Brushed Steel (gameValue 99; it loads `metal_reflection_brushed.dds` and `_noise.dds`, the noise in object space). The client's Materials.xml has no such colors, so this only does something with a Materials.xml that names them. |
| `shader_brushed` | 0 (off) | `S<id>_Brushed_Model` for brushed steel colors: 89 is Brushed Steel (gameValue 99; it loads `metal_reflection_brushed.dds` and `_noise.dds`, the noise in object space). The textures are registered by the client (0x00453730) as global shader textures 6 and 7, so the .nif needs none. The client's Materials.xml has no brushed types, so this needs `brushed_colors` or a Materials.xml that names them. |
| `shader_glow` | 0 (off) | `S<id>_Glow_Model` for opaque glowing colors: 46 is LEGO-Emissive (gameValue 53), which draws `lerp(lit, vertex color, vertex alpha * material emissive red)`, opaque. |
| `glow_emissive` | 1 | The glow shapes' `NiMaterialProperty` emissive (grey): how far the shader goes from lit to the plain color. |
| `metal_material_types` | `shinySteel` | Materials.xml `MaterialType`s that are metal (empty: the default; `none`: none). |
| `brushed_material_types` | `brushedSteel,matteSteel` | Materials.xml `MaterialType`s that are brushed steel. |
| `brushed_colors` | empty | LEGO color ids that are brushed steel whatever their type (e.g. the drum lacquered 298, 300, 1002, 1004); they win over the metal and glow colors. |
Which color has which look is data, not a list in the code (`UgcModel::LookOf`): glow is LU Toolbox's glow table
(`UgcPalette::Glow`: 50, 294, 329, 9000-9027), metal is LU Toolbox's metallic table (`UgcPalette::IsMetallic`) plus