I've been trying to see if I could improve the ship's textures a bit, to try and see if I could get the decals working, or even making it somewhat compatible with the paint system. So far, I've pretty much come up empty. I may have found some useful info, as the issues may only be fixable in the .xmf files.
In the material_library.xml file contains legacy definitions for XR textures. In it, I found the common hull textures for both ships.
Here's an example:
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<material name="ar_hulls_01" shader="XU_surface_test.fx" blendmode="NONE" preview="none">
<properties>
<property type="BitMap" name="diffuse_map" value="assets\legacy\textures\Argon\ar_hulls_01_diff" />
<property type="BitMap" name="specular_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
<property type="BitMap" name="normal_map" value="assets\legacy\textures\Argon\ar_hulls_01_bump" />
<property type="BitMap" name="color_glow_map" value="assets\legacy\textures\Argon\ar_hulls_01_glow" />
<property type="BitMap" name="color_age_map" value="assets\fx\textures\dirt_diff" />
<property type="BitMap" name="diffuse_paint_map" value="assets\legacy\textures\paint\ar_paintoverlays.tga" />
</properties>
</material>
And here is an example what the X4 argon ships use:
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<material name="generic_p1_hulltexture" shader="P1_complex_surface.fx" blendmode="NONE" preview="none">
<properties>
<property type="Float" name="AnisoX" value="0.5" />
<property type="Float" name="AnisoY" value="0.5" />
<property type="BitMap" name="smooth_map" value="assets\textures\generic\generic_p1_hulltexture_01_smooth" />
<property type="BitMap" name="metal_map" value="assets\textures\generic\generic_p1_hulltexture_01_metal" />
<property type="BitMap" name="diffuse_map" value="assets\textures\generic\generic_p1_hulltexture_01_diff" />
<property type="BitMap" name="normal_map" value="assets\textures\generic\generic_p1_hulltexture_01_normal" />
<property type="BitMap" name="diffuse_paint_map" value="assets\textures\generic\generic_p1_dirt_03_diff" />
<property type="BitMap" name="color_dirt_map" value="assets\textures\generic\generic_p1_dirt_02_diff" />
<property type="BitMap" name="diffuse_detail_map" value="assets\textures\generic\generic_p1_detail_02_diff" />
<property type="BitMap" name="normal_detail_map" value="assets\textures\generic\generic_p1_detail_01_normal" />
<property type="Float" name="diffuseStr" value="1.0" />
<property type="Float" name="diffuse_detail_tiling" value="10.0" />
<property type="Float" name="diffuse_detail_tiling_v" value="5.0" />
<property type="Float" name="diffuse_detailStr" value="1.0" />
<property type="Float" name="diffuse_paintStr" value="1.0" />
<property type="Float" name="normalStr" value="1.0" />
<property type="Float" name="normal_detail_tiling" value="10.0" />
<property type="Float" name="normal_detail_tiling_v" value="5.0" />
<property type="Float" name="normal_detailStr" value="0.05" />
<property type="Float" name="color_glowStr" value="1.0" />
<property type="Float" name="color_dirt_tiling" value="5.0" />
<property type="Float" name="color_dirt_tiling_v" value="10.0" />
<property type="Float" name="color_dirtStr" value="1.0" />
<property type="Float" name="environmentStr" value="1.0" />
<property type="Float" name="Smoothness" value="1.0" />
<property type="Float" name="Metallness" value="1.0" />
</properties>
</material>
It looks like the legacy materials aren't using the new shader "P1_complex_surface.fx" and instead are using a test shader "XU_surface_test.fx" which might be why the ships appear very flat with no reflections.
I attempted to adapt the the XR materials to the new surface shader like this:
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<replace sel="/materiallibrary/material[@name='ar_hulls_01']">
<material name="ar_hulls_01" shader="P1_complex_surface.fx" blendmode="NONE" preview="none">
<properties>
<property type="Float" name="AnisoX" value="0.5" />
<property type="Float" name="AnisoY" value="0.5" />
<property type="BitMap" name="smooth_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
<property type="BitMap" name="metal_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
<property type="BitMap" name="diffuse_map" value="assets\legacy\textures\Argon\ar_hulls_01_diff" />
<property type="BitMap" name="specular_map" value="assets\legacy\textures\Argon\ar_hulls_01_spec" />
<property type="BitMap" name="normal_map" value="assets\legacy\textures\Argon\ar_hulls_01_bump" />
<property type="BitMap" name="color_glow_map" value="extensions\NAKMOD\assets\textures\patterns\naksolid" />
<property type="BitMap" name="color_dirt_map" value="assets\fx\textures\dirt_diff" />
<property type="BitMap" name="diffuse_paint_map" value="assets\legacy\textures\paint\ar_paintoverlays" />
<property type="Float" name="diffuseStr" value="1.0" />
<property type="Float" name="diffuse_detail_tiling" value="10.0" />
<property type="Float" name="diffuse_detail_tiling_v" value="5.0" />
<property type="Float" name="diffuse_detailStr" value="1.0" />
<property type="Float" name="diffuse_paintStr" value="1.0" />
<property type="Float" name="normalStr" value="1.0" />
<property type="Float" name="normal_detail_tiling" value="10.0" />
<property type="Float" name="normal_detail_tiling_v" value="5.0" />
<property type="Float" name="normal_detailStr" value="0.05" />
<property type="Float" name="color_glowStr" value="1.0" />
<property type="Float" name="color_dirt_tiling" value="5.0" />
<property type="Float" name="color_dirt_tiling_v" value="10.0" />
<property type="Float" name="color_dirtStr" value="1.0" />
<property type="Float" name="environmentStr" value="1.0" />
<property type="Float" name="Smoothness" value="1.0" />
<property type="Float" name="Metallness" value="1.0" />
</properties>
</material>
</replace>
However, it seems to have no effect at all. Looking at some of the vanilla argon ships I noticed they also had a material called "p1.multimat" in a matieral ID slot, so I tried to add that to the ported ships but didn't see any difference at all, and that's pretty much the last roadblock before calling it a dead end for now.
I'm going to see if maybe I can get the decals working at least. I hope you find this info useful in the future.