Background: OpenBRF uses OpenGL, while the game (all versions, M&B 1.01, WB, wFaS...) uses Direct3D.
So it is not straightforward for OpenBRF to emulate the shaders used by the game, and to show exactly what you'll see in-game.
However, OpenBRF tries to guess what the game will do and to imitate it, to some extent, in order to give better previews. It uses a few rules of thumb for that.
Currently, the rules are:
[1] if alpha-transparency flags are set in the material, then ALPHA channel of color texture will be used for transparency.
[2] if the material uses a shader with "iron" in its name, then Alpha channel of color will modulate shininess.
[3] if the material uses a shineness map, that it will modulate the shininess (not the alpha) (*)
[4] if the material uses a normalmap, than it can used as normalmap (with or without shininess or alpha). (*) Normalmap is always assumed to be the Blue kind.
[2] overrides [1].
[3] overrides [2].
When shininess is enabled (rules 2 or 3, shininess color and exponent are tanken from material, and the game computes the highlight in a pretty similar way of what the game does (I've spied it )
Feel free to suggest better rules in this thread.
Anything can be used, like the name of the shader, or the "technique" used by the shader.
So it is not straightforward for OpenBRF to emulate the shaders used by the game, and to show exactly what you'll see in-game.
However, OpenBRF tries to guess what the game will do and to imitate it, to some extent, in order to give better previews. It uses a few rules of thumb for that.
Currently, the rules are:
[1] if alpha-transparency flags are set in the material, then ALPHA channel of color texture will be used for transparency.
[2] if the material uses a shader with "iron" in its name, then Alpha channel of color will modulate shininess.
[3] if the material uses a shineness map, that it will modulate the shininess (not the alpha) (*)
[4] if the material uses a normalmap, than it can used as normalmap (with or without shininess or alpha). (*) Normalmap is always assumed to be the Blue kind.
[2] overrides [1].
[3] overrides [2].
When shininess is enabled (rules 2 or 3, shininess color and exponent are tanken from material, and the game computes the highlight in a pretty similar way of what the game does (I've spied it )
Feel free to suggest better rules in this thread.
Anything can be used, like the name of the shader, or the "technique" used by the shader.