Mixing the camouflage texture to get the right colors.

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Coffee_
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Joined: Thu Jul 27, 2017 2:54 pm

Mixing the camouflage texture to get the right colors.

Post by Coffee_ » Wed Sep 06, 2017 7:57 am

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 // colors hard coded for Cusa_1_7OldschoolUsa.dds
    // Note how they are listed in the file is NOT the order needed
    // to mix them correctly!
    // convert to 0.0 to 1.0 by dividing by 255.0
       vec4 c2 = vec4(52 , 87 , 95 , 0  )/255.0;
       vec4 c0 = vec4(239, 169, 105, 158)/255.0;
       vec4 c3 = vec4(138, 21 , 39 , 96)/255.0;
       vec4 c1 = vec4(52 , 87 , 95 , 148)/255.0;

    
    // from custimiztion file/ Default UV scale and shift.
    //<A31_M36_Slagger>2.8 2.8 1 0.31</A31_M36_Slagger>
    
       vec2 ctc = TC1*2.8*1.125; // also hard coded uv scaling.
       ctc.x += 1.0; // from 
       ctc.y += .031;

    //This is the Cusa_1_7OldschoolUsa.dds texture
       vec4 camoTexture = texture2D(camoMap, ctc.st );

    //Also need the AN or diffuse map and AO map.
       vec4 color = texture2D(colorMap, TC1.st);
       vec4 AO = texture2D(aoMap, TC1.st);

 
    // mixing the colors to get the correct looking camouflage.
       cc    = color ;
       cc    = mix(cc, c0, camoTexture.r * c0.a);
       cc    = mix(cc, c1, camoTexture.g * c1.a);
       cc    = mix(cc, c2, camoTexture.b * c2.a);
       cc    = mix(cc, c3, camoTexture.a * c3.a);
       color = mix(color, cc, AO.a); // AO.a is the AO maps alpha channel
I'd love to change the world but I can't get my hands on the source code.Image

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