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#modding

Mr.Rubinshtein
Then it will be easier to tweak the parameters
PegPeregoGaucho
Theres no shader in xxl, it's just a diffuse texture and that's it
PegPeregoGaucho
And the armor parts and helmets use a "specular" map
PegPeregoGaucho
The lighting is done by vertex coloring
Mr.Rubinshtein
actually there is some sort of shader but its not like vanilla shader
PegPeregoGaucho
And that is?
Mr.Rubinshtein
colors they look way different then just applied diffuse maps
Mr.Rubinshtein
dunno i have that feeling
PegPeregoGaucho
That's the vertex coloring
Mr.Rubinshtein
i see
Mr.Rubinshtein
so i suppose then its only diffuse and specular map used there
Mr.Rubinshtein
cause XXL puts main effort into drawn textures more then on information maps like normal map or something like that
Mr.Rubinshtein
I am tho quite interested if I can achieve more flexible result with Unreal Engine 🤔 Like produce actual some sort of shader which accurately simulates XXL vibe
Martyste Tendertail
XXL is exactly like Mario 64 in shaders. The levels show no lighting, so shadows are drawn with vertex colors, environment maps are used on shiny objects and that's it
Martyste Tendertail
To simulate XXL in a modern engine you would have to find the light source and create the according shadows.
Martyste Tendertail
Honestly i'd love to see some bumpmapping at work
Bread
Whoah
Bread
You're amazing @Mr.Rubinshtein
Bread
:o
Martyste Tendertail
Only Asterix OG on the X360 had bumpmaps