Closed RichardDastardly closed 8 years ago
This has changed somewhat, given I have a new shader which can have up to 255 colour areas. Using blending to mask off precoloured areas is on the cards still, so this is not a completely different mod.
This is now a feature. Stick "Map = BlendMask, path/to/blendmask" in the part cfg/patch & it'll get picked up automatically.
The mask should be a loadable greyscale texture ( so actually RGB of some sort ) with no alpha.
Additionally per part bump + emissive maps should work, even for parts which didn't have them originally. Map = Emissive,path Map = BumpMap,path
I can see a few levels of masking possible - don't allow too much feature creep. Masking should disable the blending controls given the return UV value is the blending value.
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