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NifFile::TechniqueFor maps every mapShaders gameValue to the client's technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh), its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving texture, both sides, blend, alpha test, additive, no ambient, glow, super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders and the verified technique setups. Values it lacks are the LEGO shader, as the client falls back to it. TextureAlphaFor and ShaderLookFor read it. The scenery manifests carry it as "techniques" (replacing textureAlpha and shaderLooks), the flairs' manifest a Flair.fx technique, the lighting its specular color. /api/scenery/env/:name serves the environment cubes the client's shaders load themselves (default reflection, polished and brushed metal, brushed noise). Conversion format 4. scenery-core.js: techniqueOf, gameLook with the family and flags, blendingOf, parseDdsCube; its test checks the flag and look bits against NifFile.h. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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