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whos next btw kek
Red - Roughness
Green - Metal
Blue - AO
Alpha - (I am not sure, maybe rimlight mask)
you need to use a software like Photoshop that allows to extract the channels separately. To convert it to Source Engine or Phong shading is a bit of uncertain but currently you can use the roughness map inverted for the Phong masking on normal map alpha and the non inverted roughness as the Green channel for phongexponent texture. For metal you can use it as a envmap mask and use it as a mask to increase the contrast of the diffuse/color map. Lastly you can pre-bake the AO map into the color map using Multiply blending.
- I gotten many messages about Garry's mod content, I will state again that I will not release content on Garry's mod as the game is already saturated with modders and GFL2 content is released by the modder name 8sianDude and I don't want release my own version as that may get mixed with his or be totally redundant.
- About alternative outfits for GFL2 characters. believe it or not, when I port a character their alternative outfit is also worked on but lacked the UI and is never planned to be release. As when it will be release is anyone's guess