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https://github.com/kralrindo/R5Reloaded-AssetRpaks.git
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Update texture info
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@ -1,3 +1,7 @@
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//=========================================================
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// Material Slots //
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//=========================================================
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slot1 _col
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slot1 _col
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slot2 _nml
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slot2 _nml
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slot3 _gls/_exp
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slot3 _gls/_exp
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@ -15,3 +19,52 @@ slot23 _col
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slot24 _nml
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slot24 _nml
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slot25 _gls/_exp
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slot25 _gls/_exp
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slot26 _spc
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slot26 _spc
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//=========================================================
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// Visibility Flags //
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//=========================================================
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visibilityflags:
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opaque: your material will be opaque.
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transparent: your material will be transparent, this does not work out of the box currently.
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colpass: use this if it's a colpass material.
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none: use this if it's a loadscreen material.
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faceflags:
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6: normal outward drawing faces
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7: outward drawing faces, but wireframe.
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//=========================================================
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// Texture Formats //
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//=========================================================
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_col: BC7 sRGB
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_nml: BC5U
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_gls: BC4U
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_spc: BC7 sRGB
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_ilm: BC7 sRGB
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_ao: BC4U
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_cav: BC4U
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_opa: BC4U
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UI Assets: BC7 SRGB
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Loadscreens: BC1 sRGB (Low Quality), BC7 sRGB
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Minimap: BC1 sRGB
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//=========================================================
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// Useful Shadersets //
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//=========================================================
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WLDC: 3134464214606249681 (Makes textures redish, used for Mirage Voyage)
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WLDC: 5455669381027863835 (Makes material glow)
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SKNP: 8900632333082111100 (Glossy weapon shaderset)
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//=========================================================
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// Surface Types //
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//=========================================================
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default, water, glass, rock, concrete
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