XCOM 2
[Vanilla] E3245's Master Mod Collection
 This topic has been pinned, so it's probably important
∑3245  [developer] Apr 8, 2016 @ 8:07pm
My Development Thread
I post here occasionally on what I'm working on at the moment. You can provide feedback in this thread. Rules apply here.
< >
Showing 1-15 of 36 comments
∑3245  [developer] Apr 8, 2016 @ 11:59pm 
Some progress on the M14.
http://i.imgur.com/gCa6qX2.png
http://i.imgur.com/GRVbuWt.png

I need to tone down the brightness of the color. I didn't add a normal map material because the normal map of the stock and body of the weapon is flat.
K. Constantine Apr 13, 2016 @ 12:23am 
Keep us posted about progress on the normal maps, that's something I'm keenly interested in.
∑3245  [developer] Apr 13, 2016 @ 12:28am 
Originally posted by The Thracian:
Keep us posted about progress on the normal maps, that's something I'm keenly interested in.

Actually I fixed those a while ago. Unless you want some details about the Normal Maps? Like how it's applied in the Material Editor?
Last edited by ∑3245; Apr 13, 2016 @ 12:35am
∑3245  [developer] Apr 13, 2016 @ 12:58am 
Well anyways, I guess I'll post something about the normal maps that XCOM 2 uses, and how I fixed it.

This is the ConvSniper_NRM in the Mat Editor, compressed with NormalMapBC5, with sRGB turn off, with Min at -1, -1, -1, 0. ([0], [1], [2], [3], respectively). These are the settings that the texture uses, in the Texture Editor.
http://i.imgur.com/3wN4KB8.png
Looks messed up right? You thinking, how is something like this acceptable?

Well, XCOM 2 uses something called a Standard Shader for all of its materials, even in the WeaponCustomizable_TC. The Normal Map Texture Sample (ConvSniper, for example) connects to the input of Normal (V3). This Standard Shader then converts and outputs this NormalMapBC5 into a proper normal map that XCOM 2/Unreal will read and use. This is how it should look like. Mind the Constant (.5) connected to the Specular, this is just for an example.

http://i.imgur.com/JKqLl4l.png

This is how my weapon's normal map is setup, for non-customizable materials. This is what you should be getting.

http://i.imgur.com/mlHJysz.png

If you are using the Material Instance (Constant) WeaponCustomizable_TC (whatever it's called), it already does the job. You just need to compress your Normal Map to TC_NormalMapBC5. Check the XCOM 2 weapons' normal map for more information.
∑3245  [developer] Apr 13, 2016 @ 1:15am 
Also, I'm almost done with the China Lake. It needs a couple of touchups, and it will be ready to go.
http://i.imgur.com/aXclU6v.png
K. Constantine Apr 13, 2016 @ 1:39am 
Hmm, that's informative, thank you. The M14 still looks a bit plastic-y, but I guess there's just no way to port stuff and make it look 100% fitting. I don't know if it's a shader issue or whatever, just everything ported looks like plastic/clay and really flat compared to the vanilla stuff or Capnbubs' cosmetics.
Last edited by K. Constantine; Apr 13, 2016 @ 1:40am
∑3245  [developer] Apr 13, 2016 @ 12:52pm 
Originally posted by The Thracian:
Hmm, that's informative, thank you. The M14 still looks a bit plastic-y, but I guess there's just no way to port stuff and make it look 100% fitting. I don't know if it's a shader issue or whatever, just everything ported looks like plastic/clay and really flat compared to the vanilla stuff or Capnbubs' cosmetics.

I think it is because the vanilla stuff and Capnbubs' has stronger normal maps than mine. I'm using the normals straight from BLOPS, and they're kinda lacking compared to XCOM 2's.

I would have to completely redo the normal maps, and I would need the Hi-Poly version (the ones that the devs use) of the weapon. Another option would be to hand make the weapon, something that takes years to master, and I don't have that kinda time right now.
∑3245  [developer] Apr 13, 2016 @ 1:20pm 
Well, I think I found a way to make the normal map stronger. This is what it looks like when I doubled the strength.
http://i.imgur.com/K8Vy3Ub.png
∑3245  [developer] Apr 18, 2016 @ 8:57am 
Here's my next project, the IMI Uzi Submachine Gun:
http://i.imgur.com/9fT0Yzh.png
http://i.imgur.com/pK4hkVh.png
http://i.imgur.com/rHJ71s2.png
I need to figure out why the animations won't line up
Last edited by ∑3245; Apr 18, 2016 @ 8:57am
your guns are without a doubt the coolest i've downloaded for this game. do you still intend to update this? i am really hoping you are working on more weapons =3
∑3245  [developer] Jun 19, 2016 @ 4:43pm 
Originally posted by Adeptus Buttercookieus:
your guns are without a doubt the coolest i've downloaded for this game. do you still intend to update this? i am really hoping you are working on more weapons =3

Yeah, I'm still working on more weapons, but right now, I'm looking into some things.
Marty Jul 26, 2016 @ 8:19am 
Love your work mate.
Would love to see the CZ805, but I guess that's up to the poll and, more importantly, your inclination.
Last edited by Marty; Jul 26, 2016 @ 8:49am
SghHanzMullerSW Aug 6, 2016 @ 3:24pm 
here is a weapon i would wanna see in the game AK6 http://www.svd.se/framtidens-svenska-vapen#sida-2 (warning swedish text but a pic of the assult rifle)
75338 Oct 17, 2016 @ 4:08pm 
https://en.wikipedia.org/wiki/FR_F2_sniper_rifle

I'd love to see this, or just a way to make the M14 mod purely cosmetic.
< >
Showing 1-15 of 36 comments
Per page: 1530 50