![]() Fixing broken displacement blends by disabling detail ![]() Editing textures to disable coloring as was meant in CSGO Reverting textures in Dust2 (and more) to use alpha masks for transparency instead of the unsupported new format Fixing missing or disabled custom cubemaps by reverting them to env_cubemap ![]() This is only if you have CSGO mounted! This doesn't add any content, so no point downloading if you don't have CSGO installed and mounted in Garry's Mod! Finishes using values outside the effective PBR range are unlikely to be selected from the workshop.This addon simply fixes manually most of the broken textures used in CSGO, and thus also models, and maps. Albedo values outside of these values will not respond appropriately to in-game lighting conditions. Values as low as 90 may be acceptable depending on the color's saturation.įor non-metallic finishes, the effective reflectance range is between 55-220. This texture represents the physical reflectance of the surface.įor metallic finishes like Anodized Multicolored, Patina, and the metallic portions of Gunsmith, the effective RGB range is most likely between 180-250. Instead of authoring a diffuse texture as in Counter-Strike, artists will now use an albedo texture. ![]() The rest of the weapon is painted using the Custom Paint Job style, and allows paint masking using the alpha channel in those areas.ĬS2 uses physically based rendering. The roughness value range is identical to Anodized Multicolored (0-127, inverted). Additionally, it allows the roughness to be specified in the alpha channel of the pattern texture for the areas of the weapon that are given a patina. Gunsmith Style combines Patina and Custom Paint Job. This only applies to values saved in weapon finish textures. For back-compatibility with Counter-Strike finishes, roughness is inverted in this range, meaning higher values represent smoother surfaces. As a result, the roughness values are stored only in the 0-127 range of the alpha channel.The roughness from the finish definition is used for values above 128. This allows finishes that look as though they are comprised of several different types and reflectivities of paint.Īnodized Multicolored also supports additional paint masking using the same value ranges as the Hydrographic and Custom Paint Job styles. Higher values represent rougher surfaces.Īnodized Multicolored Style allows the roughness to be specified in the alpha channel of the pattern texture. By default, one value is used over the entire finish. Roughness defines how smooth or rough the surface is. This is the area of the pattern where we find the monster: Paint Roughness The darker the value, the more durable the paint. Values below 128 in the alpha channel increase the durability of the finish. We find the barrel, grip and magazine in these areas:īoth 128 and 255 have no effect, so the finish wears using the default behavior in these areas: Values around 196 in the alpha channel subtract from the refinishable areas of the weapon. Since the monster is an important feature of the design, we should make that portion of the graphic more durable so that it is readable even when the finish is well worn. The eyes align with an exposed edge that gets easily scratched. There’s also an issue with the monster graphic on the buttstock. We decided the design would improve if the magazine, grip, and barrel were unpainted. This finish uses the Custom Paint Job style, and has "Ignore Weapon Size Scale" enabled in order for the pattern to line up exactly with the weapon’s original UVs. That said the wear values don't have to be the full range and many weapon finishes ship with wear values from Factory New (0.0) to Battle Scarred (0.6). In general, finishes should be available in all wear values from Factory New to Battle Scarred with a few exceptions. Important features of your design should never wear to the substrate.Important features of your design wear too quickly.Your design requires more of the substrate to be revealed.Your design requires more coverage than the default.Some finish types can modify how the finish reveals the substrate by storing additional data in the pattern’s alpha channel. The original, unfinished material underneath is called the substrate. This texture also influences how quickly the finish wears off different features of the weapon. On top of their RGB channels, Color textures have an additional, optional “alpha” channel.Įach finishable weapon uses a special texture to determine what parts should receive finish. The texture responsible for the grime and the one for the scratch pattern are both placed randomly so that each wear pattern is unique, even when the wear amount is identical. As the wear increases, more scratches appear on the surface and the weapon becomes grimier. On application, a random value is chosen within that range.
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