Then it will be easier to tweak the parameters
Theres no shader in xxl, it's just a diffuse texture and that's it
And the armor parts and helmets use a "specular" map
The lighting is done by vertex coloring
actually there is some sort of shader
but its not like vanilla shader
colors
they look way different then just applied diffuse maps
dunno i have that feeling
That's the vertex coloring
so i suppose then its only diffuse and specular map used there
cause XXL puts main effort into drawn textures more then on information maps like normal map or something like that
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
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
To simulate XXL in a modern engine you would have to find the light source and create the according shadows.
Honestly i'd love to see some bumpmapping at work
You're amazing @Mr.Rubinshtein
Only Asterix OG on the X360 had bumpmaps