| Patch Version | 1.74.8159 |
| Patch release date (PC) | 2018-02-15 |
| Patch release date (Others) | |
| Patch release notes | https://store.steampowered.com/newshub/app/704450/old_view/2910885457892066292 http://blog.beamdog.com/2018/02/nwnee-8159-patch-notes-and-steam-beta.html |
Initial beta release of NWN:EE on PC/Mac/Linux.
UPDATE REGARDING THE NEW SHADERS
The old means of specifying a custom shader through the .txi had limitations. In particular, the .txi was initially intended to be a place to store information about a specific texture, not as a repository for other information. We’ve decided to create a new file type to encapsulate a material template. Instances of this new material file type, with a suffix ".mtr", can be shared across multiple meshes, and will specify things like textures, shaders, and uniforms.
What follows is a sample material file that includes examples for all currently supported fields:
customshaderVS vsSkinned // Specifies a custom vertex shader: vsSkinned.shd customshaderFS fsFancyNew // Specifies a custom fragment shader: fsFancyNew.shd texture0 myDecal // Specifies a texture that will be bound to texUnit0 in the fragment shader. Will override bitmap/tetxure0 in the model texture1 myMask // Binds to texUnit1 in the fragment shader. We support up to fifteen of these textures: texture0 - texture14. parameter float vDiffuse 0.8 1.0 0.65 1.0 // Creates a 4-float parameter that will be bound to a shader uniform of the same name (if it exists) parameter float fModulator 0.5 // Creates a float parameter that will be bound to a shader uniform of the same name (if it exists) parameter int iCount 2 // Creates an int parameter that will be bound to a shader uniform of the same name (if it exists) |
To use a material like this one on a mesh, simple add the following line in the .mdl file:
materialname myNewMaterial |
These new materials, though not complete in build 8159, will be available in build 8160. Apologies for causing any confusion or frustration in the modding community.