maj00r
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adf1b1736f
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fix(tools): metalness is checked on a nearest sample of the B channel instead of a box-averaged one, so thin metal strips with B only 0 or 255 are no longer reported as half metal because downscaling averages their edges with the paint around them
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2026-10-14 23:42:43 +02:00 |
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maj00r
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e448489853
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fix(tools): a skin material without a suffix is reported as unused when its ,1 ,2 versions exist, since the game loads those instead, so the 64 missing textures of the ELF were never missing in the game; param_specular in a shader without a sun highlight changes nothing and is only reported as information
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2026-10-14 22:39:06 +02:00 |
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maj00r
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94c3eacb72
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fix(tools): water keeps its large param_specular as the glint of the sun on its fixed mirror and is only reported as information; the norm says which files are checked, that textures without a material go on their diffuse alone, and that diffuse, specgloss and normal maps all become BC7 made from the TGA
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2026-10-14 22:28:52 +02:00 |
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maj00r
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e27e9a3639
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docs(tools): a dark metal is reported as one the shaders light as a painted surface, with the choice of a brighter diffuse for a real metal or B = 0 for paint, a metal reflects at least at half strength whatever its normal map alpha, and the source textures are TGA from which BC7 replaces the DDS
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2026-10-14 22:11:15 +02:00 |
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maj00r
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47716b50ff
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docs(tools): the material norm names the shaders it is written for, fix/cab-lighting from 2ecf589d with the sun highlight weighted by its cosine, headlights with their own highlight and param_glossiness as a Phong exponent, and how master differs; the validator reads both versions from the shader sources, its options, output levels and requirements are documented with the order in which to fix a vehicle
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2026-10-14 22:11:15 +02:00 |
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maj00r
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0436ea2f2b
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feat(tools): a material norm for the current shaders and a validator that checks .mat files and their textures against it, reading what each shader does with specgloss, glossiness, specular and reflection from the shader sources, so dielectrics with sun highlights far above the 0.06 of a real F0, mirror-like glossiness, half-metal or speckled metalness, metals with a dark albedo or no reflections, headlight-boosting param_specular, noisy maps, unknown shaders and missing textures are reported per material
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2026-10-14 22:11:15 +02:00 |
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