XCOM 2
[Vanilla] E3245's Extended Material Library
17 Comments
DAAAANTEEEEEH 10 Jul, 2020 @ 11:50am 
does it work on WOTC?
Mr. Fonz 18 Sep, 2019 @ 6:21am 
Hey ∑3245! Following on from Quaternion's comment, I am one of the aforementioned people using his mods but encountering the grey/purple texture issue. It doesn't happen on a separate mod of his that doesn't use your library, so my question is whether I need to download this mod in order to use mods that have used it. If so, would this work on WotC as that's what I'm playing and this labelled Vanilla. I checked your WotC mods, but you don't seem to have an equivalent there. Any help you could give would be great. Thanks!
Quaternion 5 Sep, 2019 @ 10:48pm 
Hey ∑3245! Thanks for this! I used this for a mod I put out. But I'm getting reports of purple/grey bug from some people. Sadly I dont know how to fix it since I myself am not experiencing the bug. One person commented that one of your mods had the same bug before, but you were able to fix it. I was hoping to ask how you went about to fix the bug. Thanks! :)
∑3245  [author] 17 Apr, 2017 @ 12:37pm 
If anyone's interested, I've updated the Todo list with some more stuff.

I might get around to making the velvet shaders that Nier Automata has, if I can figure out the formula for it. Same goes for the TF2 shader.
TeK DeLorean 17 Apr, 2017 @ 12:56am 
simply amazing. Thank youuuuuuuuu
∑3245  [author] 15 Dec, 2016 @ 6:51am 
@DrDCB
You can actually make the opac masks yourself. You just need to set the Blend settings in the properties to Masked, and then connect the alpha channel output of one of the Texture2d's to the main input of the Opacity Mask.
DrDCB 15 Dec, 2016 @ 4:10am 
I'm keen to see the opacity masks implemented. Unless I'm blind, none of the soldier MICs have the option, aside from the glass and hair mats. No simple mask option for generic face props.
∑3245  [author] 3 Sep, 2016 @ 10:40am 
@Harnisch
To set the camo to use static colors, you can probably modify the material, and replace the primary color with a standard Constant4, set the color of the secondary camo to another Constant4, and the camo texture with a standard Texture2D (The WCE_TC Material system is complicated, so I suggest you look at some tutorials, and read UDK's Material Compendium.)

@McDenny's 09
I haven't taken a look at those yet. I don't know if those are just standard materials, or used by Material Instances.
McDenny's 09 3 Sep, 2016 @ 8:49am 
Nice. Do you plan on adding support for world material textures, such as wallpapers and flooring?
∑3245  [author] 3 Sep, 2016 @ 12:48am 
@Harnisch
I believe it's possible, but the problem is that the scripts that deal with weapon customization can change this at will
Hydrorox 2 Sep, 2016 @ 6:37pm 
that's ok, just thought I'll ask.
∑3245  [author] 2 Sep, 2016 @ 6:30pm 
@Hydrorox
Last time I tried something like that, it crashed my game, and my computer. So it might not be possible at the moment (You can't change the teeth through customization anyway).
Hydrorox 2 Sep, 2016 @ 6:28pm 
one use is to make them invisible, for custom ports.
∑3245  [author] 2 Sep, 2016 @ 6:25pm 
@Hydrorox
If it's possible, and if anyone can find a use for it. This is mostly just customization materials that I modified for Material Instances.
Hydrorox 2 Sep, 2016 @ 6:24pm 
Thanks! are you going to add a teeth material.
MrShadow 2 Sep, 2016 @ 6:03pm 
LOVE IT! Thanks!!
∑3245  [author] 2 Sep, 2016 @ 4:50pm 
This was made to overcome some limitations of the standard materials for X2. I needed to make a new system to adjust for Overwatch's PBR system, among other things (Disable Tint Color until a new color is applied, eyes, etc).