mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
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>
27 KiB
27 KiB