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Currently in the ship preview window, the material library for the selected ship is not applied. As a result, the ship looks dull. It would be nice if the material library could be rendered such that the ship gets a shine which already happens in all other scenes. However, it is important that the environment map performance option is honored (see example here 0x539A6A). Additionally, the material name must be dynamically obtained per ship.
2025-02-08_00-58-08.mp4
Here's an ugly patch I came up with to record the above video:
Note that it hardcodes the material name and requires manual edits as it assumes a dynamic address.
Get ship arch for ship dealer ships: 0x4B766C
Get player ship arch: 0x4B7EBB
[&archetype + 0x4] = FlMaterial
[flMaterial + 0x10] = envmap_material value
Use arch::get_engine_index to get the engine index
Material renderer types (DWORD enum): 4 = envMapMaterial, 3 = cloakMaterial
00539AD9: bool GetMaterialRenderer(type, MaterialRenderer**);
00539AE7: bool RenderMatOnEngInstance(long engineIndex, materialRenderer);
Currently in the ship preview window, the material library for the selected ship is not applied. As a result, the ship looks dull. It would be nice if the material library could be rendered such that the ship gets a shine which already happens in all other scenes. However, it is important that the environment map performance option is honored (see example here 0x539A6A). Additionally, the material name must be dynamically obtained per ship.
2025-02-08_00-58-08.mp4
Here's an ugly patch I came up with to record the above video:
Note that it hardcodes the material name and requires manual edits as it assumes a dynamic address.