HODOR has also been updated!
Will now accept ‘bad’ UV maps when Normals are needed and generate valid ‘safe’ default Tangents/BiNorms. Obviously a surface without valid UVs won’t need normal mapping - but it will fall back to properly using the surface normal and not turn black. @Nathanius this resolves your issue with ‘dark’ areas missing proper UVs…
‘blank’ shaders like innateSS work great now - as does matching an unknown shader to a solid default. @Pouk this fixes your opaque sub-system issue if you swap to innateSS (I hope!).
You can add your own shaders WITHOUT hacking SHADERS.MAP (meaning you don’t have to stress about us updating over your edits)… Just make your own XXX.MAP file (or many!) - and the game will load any it finds after SHADERS.MAP.
– If you author new shaders (it’ll happen eventually) - be a nice guy and publish your custom .MAP file so that others can use them
‘Long’ node names will now break into a shorter node with sub-objects to store the extra params - I will create an example soon so that people can see it in use. RODOH understands this when creating a DAE, so some ships may already be converted that show the proper node layout.
Other issues or requests, let me know!