Anonymous
6/20/2025, 2:51:23 AM
No.528085853
>>528083543
How much gil? I'd prefer you like pay money to my friend who will then do some modding stuff for me that I hate doing for some personal stuff I want. I'm better at material stuff...
I can tell you how, though.
So it works exactly how I said it would probably work pre-update for the new shaders, that they would keep the old outdated shaders so old gear doesn't break and the new stuff would use a new shader.
To start, you change the shader on a piece of gear to the new shader.
If you don't know how to do that, under a new mod, advanced editing, look on Import From Screen tab to find the .mtrl for the gear piece. It'll be the _a mat iirc the _b is the parts of your skin that may show.
Then well, you have to figure out what all the new gizmos do to get the new material effect that you're looking for.
You copy that into the material tab, then export it, then you need to replace the path with the game's path in File Redirection.
Go back to material edit, change the
>characterlegacy.shpk
to
>character.shpk
and you'll get a new editing UI that's a lot more complex for the new shader. Make sure live preview is on. It's very easy to mess up dyeability on the new shader too at least for me.
There is probably a better guide video on this, but I haven't found it...
I'm working on one so I can try to post an example screenshot for you at least.
>>528084923
Did you use ktisis lighting to place lights really close to the metal for those highlights?
>>528085321
HEE
>>528085420
Seeing someone meltdown failing to try to out someone as being a nice poster is always hilarious to me.
>Noooooooooooo you have to be mean on 4chan!
How much gil? I'd prefer you like pay money to my friend who will then do some modding stuff for me that I hate doing for some personal stuff I want. I'm better at material stuff...
I can tell you how, though.
So it works exactly how I said it would probably work pre-update for the new shaders, that they would keep the old outdated shaders so old gear doesn't break and the new stuff would use a new shader.
To start, you change the shader on a piece of gear to the new shader.
If you don't know how to do that, under a new mod, advanced editing, look on Import From Screen tab to find the .mtrl for the gear piece. It'll be the _a mat iirc the _b is the parts of your skin that may show.
Then well, you have to figure out what all the new gizmos do to get the new material effect that you're looking for.
You copy that into the material tab, then export it, then you need to replace the path with the game's path in File Redirection.
Go back to material edit, change the
>characterlegacy.shpk
to
>character.shpk
and you'll get a new editing UI that's a lot more complex for the new shader. Make sure live preview is on. It's very easy to mess up dyeability on the new shader too at least for me.
There is probably a better guide video on this, but I haven't found it...
I'm working on one so I can try to post an example screenshot for you at least.
>>528084923
Did you use ktisis lighting to place lights really close to the metal for those highlights?
>>528085321
HEE
>>528085420
Seeing someone meltdown failing to try to out someone as being a nice poster is always hilarious to me.
>Noooooooooooo you have to be mean on 4chan!