Aaron Kimbrell
b34e8cb254
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 >
2026-09-28 09:55:00 -05:00
..
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