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Add Material Flag input on export of PSK #78
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You'll have to be more specific about what it is you want here. I'm not familiar with the material flags or what the handling is like. Is there some documentation around this? |
The poly flags section of the PSK contains info on whether or not the texture applied has a specific kind of flag. Masked, Transparant, 2Sided, ect I recently had a model with eye textures that needed to be exported with Poly flags set to 2 for masked because older engines like UT99 only read the raw PSK data to determine stuff like that.
Should be the the info the engine side is reading. An example of the exported PSK data where Mat slot 0 has the flag set for Masked. |
So basically you'd need to flag the surfaces that you want to apply Masked to. This could be done by looking at the vertexgroup and assigning a value. |
I understand. What this would probably look like would be a special panel in the Material properties that would have a big list of the poly flags that could be toggled on and off. Does that sound like what you're looking for? |
Pretty much. I'm not sure it's possible for there to be more than one enabled. Not sure if there's an exact spec for the PSK format out there. I also don't know the full exact list of flags. Would need to experiment. But I assume it's similar to Texture flags in Unreal engine. |
This has been implemented in 6.2.0. |
Currently you can't specify Material Flags when exporting the PSK model.
A game like UT99 ignores Texture flags and only takes into account the PSK MAT0000 bytes.
I saw that it was supported but just not implemented in the python files.
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