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Posted

I'm trying to learn client-modding, and I decided to fallow LauQ's guide to 3d moddeling. I got some questions answered by Grr, and everything went fine after that. I managed to adapt an accessory from GoD to Interlude. Yet, since I'm trying to learn as much as I can, there are a few things that aren't covered in LauQ's guide, and I'd like to ask you guys.

 

1. As you can see in the image below, there are 2 textures: ant_cap_m003_t00_mk and ant_cap_m003_t00_sp. This is something common among the textures, so what's the difference between textures ending with _mk and those ending with _sp? I'm guessing sp stands for Specular, is that right?

 

2eqeurk.jpg

 

2. The image above also has a Shader (related to Specular) and a Final Blend thing. What exactly are those two? From what's shown in UE (images below), I'm guessing Shader deals with the texture's looks, like reflection, illumination and those sort of things, is that right? How about the Final Blend?

 

I tried reading some guides in order to figure out what exactly it does. The following guides actually mention it, but don't exactly explain what it does. Just blindly use it.

http://www.maxcheaters.com/forum/index.php?topic=65468.0

http://www.maxcheaters.com/forum/index.php?topic=146673.0

http://www.maxcheaters.com/forum/index.php?topic=38359.0

 

Shader Options:

 

syqmut.jpg

 

Final Blend Options:

 

34is7cz.jpg

 

Thanks in advance for your patience and any help,

Posted

mk and sp is just the name like ori and sp2

Generally you want to edit the mk or ori ones

sp - specular mask

sp2/si - self illumination mask


Most of the time final blend is NOT necessary, although it could help with stuff that has a lot of detailed alpha

Usually specular is the shiny stuff/glossy effect (env map) and self illumination is a effect like panner or something

Posted

mk and sp is just the name like ori and sp2

Generally you want to edit the mk or ori ones

sp - specular mask

sp2/si - self illumination mask


Most of the time final blend is NOT necessary, although it could help with stuff that has a lot of detailed alpha

Usually specular is the shiny stuff/glossy effect (env map) and self illumination is a effect like panner or something

 

You're always fast xD

 

So is there any rules to decide which one (mk or ori) I shud edit? Any chances I may need to edit both of them?

 

Usually specular is the shiny stuff/glossy effect (env map)

self illumination is a effect like panner or something

 

Is there any difference between Specular and SpecularityMask? How about SelfIllumination and SelfIlluminationMask?

 

How about Diffuse and Opacity, what does each one do?

 

And since there's a Shader thing on UTPT, I suppose L2 items already have a defined configuration on Shader Properties. Is it possible to extract those NCSoft shader properties and use for myself, or do I have to do everything myself?

 

Guess those are all my questions.

I'm truly grateful for all the help you've been giving me lately, Grr.

Posted

Mk is just another thing for ori (dunno why it's called that but it's the actual texture that shows up and is usually a larger dimension than the sp)


Yah there is, specular = actual effect, mask = the path in which the effect is shown same thing applies for self illumination

Opacity = your alpha


2 sided = true (ALWAYS!) and ob_mask if you have a opacity layer if not leave it at ob_normal

Posted

Thanks for the incredible help, Grr!

 

Just two questions remaining:

 

1. How about Diffuse, what does it do?

 

2. I suppose L2 already has shaders defined. Is it possible to extract those NCSoft shaders (using UTPT or something else) and use for myself, or do I have to create the shader myself?

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