![]() The more transparent the area of the texture is, the more metallic it will be. If you want the shiny, specular, and/or metallic, you must have an Alpha Channel. Semi transparent parts will enable shiny/roughness and metallic. Alpha channel also makes things shiny or metallic. Needs alpha channel if you want transparency, and that the Material must be set to Double-Sided Transparency in the MDF2 file, AND also the ATOS texture file must have a red channel with a black background surrounding it. To learn how to port textures into the game, go here: Street Fighter 6 Modding Tutorial Guide ()ĪLBD - Diffuse, acts like a blank canvas for alt colors that’s controlled by the C-Mask texture. More info on editing Material MDF and Texture File Path References: Material Editing Tutorial Guide for SF6 () If you come across something and it's proven to work, I'll add it in to this guide and credit you. Keep in mind that I'll only explain what I know. This guide will explain what each Texture type do. Materials can be toggled around, but their settings are enabled by textures and textures must be made in a specific way in order for them to work. Textures and Materials are dependent on each other.
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