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Development::Tools 3rd Party Tools for EQEMu (DB management tools, front ends, etc...)

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  #1  
Old 06-18-2014, 02:04 AM
KLS
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Looking at the disassembly for EQGraphicsDX9 it appears keywords in shader names determine the basic render method for the material.

There being a major keyword and a minor keyword that determines what render effect it has.

eg:

Code:
WaterFall

Water

Terrain

Lava2

Lava

AddAlpha
	CBSGE1
	CBGG1
	CBSG1
	CBS1
	CB1
	CE1
	CG1
Alpha
	MPLBasic
	MPLBlendNoBump
	MPLBlend
	MPLFull2UV
	MPLFull
	MPLBump2UV
	MPLBump
	MPLSB2UV
	MPLSB
	MPLGB2UV
	MPLGB
	MPLRB2UV
	MPLRB
	C1DTP
	CBSG1_2UV
	CBST2_2UV
	CB1_2UV
	C1_2UV
	CBGGE1
	CBSGE1
	CBSE1
	CBE1
	CBGG1
	CBSG1
	VSB
	CBS1 (applies only if VSB not found)
	CBS_2UV
	CB1
	CE1
	CG1
Chroma
	MPLBasic
	CBSGE1
	CBGG1
	CBSG1
	VSB
	CBS1 (applies only if VSB not found)
	CB1
	CE1
	CG1
AnythingElse (eg Opaque)
	MPLBasic
	MPLBump
	CBSGE1
	CBGG1
	CBSG1
	CBS1
	CB1
	CE1

Last edited by KLS; 06-18-2014 at 02:35 AM.. Reason: Missed two codes
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  #2  
Old 06-18-2014, 02:26 AM
KLS
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Code:
Mat: ddbrnch Chroma_MPLBumpAT.fx
prop: e_TextureDiffuse0 Di_Birch_branch_bare.dds
prop: e_TextureNormal0 Di_Birch_branch_bare_n.dds
prop: e_TextureCoverage0 oakcover.dds
prop: e_TextureFallback0 Di_Birch_branch_bare.dds
prop: e_fCoverageScale0 1.000000
Here's another branch, it appears Chroma materials also have some sort of blending to them.

Also are those ropes part of the TER or are they a placeable?
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  #3  
Old 06-18-2014, 03:34 AM
Zaela_S
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Quote:
Originally Posted by KLS View Post
Also are those ropes part of the TER or are they a placeable?
Was part of the main geometry S3D so I translated it into the TER.
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  #4  
Old 06-18-2014, 05:23 AM
KLS
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It probably doesn't sort transparent materials within the ter, or perhaps it does it by model and the ter is a huge model with multiple materials that may be transparent.
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  #5  
Old 06-18-2014, 10:12 AM
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Packet
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I think KLS might be onto something. I'm currently playing with the shaders to see what combinations do what and im documenting as I go.

I did have a question regarding shaders that perhaps you two could answer. How does the relation between materials and material properties work? Can there be multiple shaders per each property in a material?
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  #6  
Old 06-18-2014, 10:37 AM
Zaela_S
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Quote:
Originally Posted by Packet View Post
Can there be multiple shaders per each property in a material?
Opposite direction, just one shader name per material. Just hard to indicate that in the tool without making the layout weird.
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  #7  
Old 06-18-2014, 11:04 AM
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Packet
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Yeah. I assumed that was the case but I thought I should ask since multiple textures can exist within a material. If I could somehow add AddAlpha to normals or something but oh well.

What're you guys using to explore eqg's since s3dspy only supports s3ds.

Edit: Nvm, I see EQG's in there now. You know, I'm looking around at the physical textures of models in zones. For instance, "Harbingers.eqg". Take a look at "av_skull06_n.dds" and "av_skull06_c.dds" or even the branches KLS was talking about. The _n.dds normal maps all contain the same color as the backdrop that we want to subtract/filter out. Perhaps this is the key in combination with the appropriate shader.

I also noticed "all_alpha.dds" in nektulosa.eqg. Maybe the shader assigned to materials that use this texture will provide some insight as well.
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