- .RSH – Shader files (texture and material properties)
- .DDS – Textures
- .WTP – Team Pattern file (layers that are blended with user colors) for the army painter
- .RTX – Preset team color for each player slot when a player turns off team coloring. Also used in campaigns through the Misc_PlayerTeamcolor() SCAR function to set the colours of the armies.
After poking around in these files and posting a question on Relic's Adeptus Modificatus forum I think I've got the fundamentals on how these formats fit together.
The RSH files can be considered the main textures while the other files add "capabilities". RSH files contain the base texture and a SHDR (Shader) section which I haven't had time to look any closer at.
The WTP files contain information for the army painter. It's got one base texture and up to 6 different grescale layers that define different regions for the army painter. The regions I found are:
- Primary
- Secondary
- Trim
- Weapon
- Eyes (Trim2)
- Dirt
The RTX files are preset team colors as the WIKI states. There are as many RTX file for each model as there are possible team numbers to select from and they're loaded when team colors are set to off.
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