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[Vanilla] E3245's Extended Material Library
   
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Sep 2, 2016 @ 4:29pm
Sep 17, 2016 @ 1:53am
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[Vanilla] E3245's Extended Material Library

In 1 collection by ∑3245
[Vanilla] E3245's Master Mod Collection
80 items
Description
I WILL BE UPDATING THIS OCCASIONALLY, SO REMEMBER TO GRAB THE LATEST VERSION.

This is a modder resource for those that have gripes with the current materials, or wanting to have more options for materials. What this mod does is extend the material library for several fairly known materials so far: WeaponCustomizable_TC, SoldierArmorCustomizable_TC, and EyesCustomizable_TC. This was made for the upcoming mods that I will be working on.

This has no benefit for those that don't make mods for X2. It's also not recommended to make a requirement to sub to this mod, since there's a possibility that it can break your material instances. Just copy the mod to your content folder, then don't forget to credit me if you do happen to use this. This will also extend the shader compiling time, so be wary of that.
More details below.

For modders:
  1. Copy the package (E3245_Master_Materials) from the workshop folder, and place it in your own Content directory with the other packages. You don't need the shadercache upk, you can safely ignore that.
  2. Open the Master_Materials along with your own packages.
  3. Open your Material Instance (Constant), and assign the desired materials from the Master_Material package as the parent.
  4. You should now be able to open the parameters, and change them accordingly. Custom colors and patterns should work well with the new system.

If you make any changes to the materials, please be sure to rename the package, or else there will be conflicts.

Remember to load this at the same time that you open your package in UnrealEd, or your material instance(s) will break!

IN-DEPTH GUIDE OF THE NEW CHANGES

WeaponCustomizable_TC, now called WeaponCustomizable_Extended_TC (WCE_TC):
  • You don't have to combine the Emissive and Metalness together in the Alpha Channel anymore. You can use a separate texture for the Metalness (_MTL), under Textures.
  • Specular color is supported. Just enable Use Specular Color texture and assign the Specular Color (_SPECLR) texture, under Textures. You can't adjust the metal color if you use Specular Color, since technically it is a type of color map.
  • You can set the alpha of the primary color to 0 or whatever you specify in the Tint Threshold to not use the tint color, until the moment its applied to the weapon. Remember that setting the Tint Threshold to a high number can break some tint colors.
  • Better helper text for the various parameters.

SoldierArmorCustomizable_TC, now called SoldierArmorCustomizable_Extended_TC (SACE_TC):
  • Metalness and Emissive are separate now. You can assign a Metalness (_MTL) map in the textures group.
  • You can assign a secondary tint mask (_STM) in the textures group, after enabling 'Use Two Color Tint' first, then 'Use Separate 2nd Tint Mask'.
  • Re-arranged 'Use One Color Tint', 'Use Two Color Tint', and 'TwoColorFuzz' to a new group called 'Customization'.
  • Moved 'PatternUse' from Switches to Pattern.
  • Better helper text for the various parameters.

EyesCustomizable_TC, now called EyesCustomizable_Extended_TC (ECE_TC):
  • You can assign new textures to the eyes (Diffuse, Mask, and Normal (Standard NormalMap or BC5 to save space).
  • Better helper text for the various parameters.

If you found a problem or something, please file a bug report in the Bug Reporting Thread.
If you have any suggestions, please post in the Suggestions/Feedback topic.

KNOWN ISSUES

ECE_TC cannot be tintable due to the fact that the Eyes and its parameters are deeply hardcoded. You can still use it to setup the eyes, however you won't be able to tint it.

TODO
  • Opacity masks for ECE_TC, SACE_TC, and/or WCE_TC. Better solution would be to change the material ID of the mesh that will have the opacity material. If someone out there cannot avoid using any of the TCs and Opacity Mask, then I will make a copy of the extended materials for them.
  • Support for Colored Subsurface Scattering (SSS) textures, for faces and body. (For future Overwatch ports) (Needs Patch Packages method to work correctly)
  • Secondary Camo Colors for Weapons. (I need someone that can figure out how weapons are applied first, then implement the extra code. Probably difficult or almost impossible at the moment.)
  • Bug fixes.
  • Implement TF2 Toon shader or custom for anime or diffuse only ports.
  • Implement Nier:Automata's Velvet shader for YoRHa units (2B, 9S, etc) (when the time comes).
CREDITS

E3245, for creating the extended materials.

PERMISSIONS

It's a modder resource, so you can modify or use this in your projects. I would like it if you credit me, but it's not necessary.

LOG

Version 1.001:
New Changes in SoldierArmorCustomizable_Extended_TC (SACE_TC):
  • You can assign a secondary tint mask (_STM) in the textures group, after enabling both 'Use Two Color Tint' and 'Use Separate 2nd Tint Mask' first.
  • Re-arranged 'Use One Color Tint', 'Use Two Color Tint', and 'TwoColorFuzz' to a new group called 'Customization'.
  • Moved 'PatternUse' from Switches to Pattern.
Version 1.000:
-Initial Release
Popular Discussions View All (3)
15
Nov 16, 2016 @ 12:10am
PINNED: Suggestion/Feedback Thread
∑3245
1
Dec 6, 2016 @ 1:33am
PINNED: Guide: How to Override Materials, specifically SoldierArmorCustomizable
∑3245
0
Sep 2, 2016 @ 4:39pm
PINNED: Bug Reporting Thread
∑3245
17 Comments
DAAAANTEEEEEH Jul 10, 2020 @ 11:50am 
does it work on WOTC?
Mr. Fonz Sep 18, 2019 @ 6:21am 
Hey ∑3245! Following on from Quaternion's comment, I am one of the aforementioned people using his mods but encountering the grey/purple texture issue. It doesn't happen on a separate mod of his that doesn't use your library, so my question is whether I need to download this mod in order to use mods that have used it. If so, would this work on WotC as that's what I'm playing and this labelled Vanilla. I checked your WotC mods, but you don't seem to have an equivalent there. Any help you could give would be great. Thanks!
Quaternion Sep 5, 2019 @ 10:48pm 
Hey ∑3245! Thanks for this! I used this for a mod I put out. But I'm getting reports of purple/grey bug from some people. Sadly I dont know how to fix it since I myself am not experiencing the bug. One person commented that one of your mods had the same bug before, but you were able to fix it. I was hoping to ask how you went about to fix the bug. Thanks! :)
∑3245  [author] Apr 17, 2017 @ 12:37pm 
If anyone's interested, I've updated the Todo list with some more stuff.

I might get around to making the velvet shaders that Nier Automata has, if I can figure out the formula for it. Same goes for the TF2 shader.
TeK DeLorean Apr 17, 2017 @ 12:56am 
simply amazing. Thank youuuuuuuuu
∑3245  [author] Dec 15, 2016 @ 6:51am 
@DrDCB
You can actually make the opac masks yourself. You just need to set the Blend settings in the properties to Masked, and then connect the alpha channel output of one of the Texture2d's to the main input of the Opacity Mask.
DrDCB Dec 15, 2016 @ 4:10am 
I'm keen to see the opacity masks implemented. Unless I'm blind, none of the soldier MICs have the option, aside from the glass and hair mats. No simple mask option for generic face props.
∑3245  [author] Sep 3, 2016 @ 10:40am 
@Harnisch
To set the camo to use static colors, you can probably modify the material, and replace the primary color with a standard Constant4, set the color of the secondary camo to another Constant4, and the camo texture with a standard Texture2D (The WCE_TC Material system is complicated, so I suggest you look at some tutorials, and read UDK's Material Compendium.)

@McDenny's 09
I haven't taken a look at those yet. I don't know if those are just standard materials, or used by Material Instances.
McDenny's 09 Sep 3, 2016 @ 8:49am 
Nice. Do you plan on adding support for world material textures, such as wallpapers and flooring?
∑3245  [author] Sep 3, 2016 @ 12:48am 
@Harnisch
I believe it's possible, but the problem is that the scripts that deal with weapon customization can change this at will