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Feature Request: Batch apply shader parameter value across multiple modelbins #4

Description

@andrecostafui-ship-it

Feature Request: Batch apply shader parameter value across multiple modelbins

Problem

Some cars use the same shared material (e.g. lights_smooth_CH1 / emitter_ch1.materialbin) across many different .modelbin files within the same car — in my case, a modded McLaren 650S Spider had this exact material referenced in 20 separate modelbin files (body, bumpers, doors, fenders, hood emblem, headlights, taillights, interior parts, etc). Each instance stores its own independent copy of the shader parameter values.

To change a single color parameter (EmissiveColor_Tint) consistently across the whole car, I had to manually open each of the 20 modelbins one by one in the Modelbin Editor, find the material, edit the RGBA values, and save — repeating the exact same edit 20 times.

Suggested feature

A batch/bulk edit tool (could live under Material Tools or as a new page) that lets the user:

Select a folder or extracted car zip.
Search across all .modelbin files inside it for a given material name (e.g. lights_smooth_CH1) and/or a specific shader parameter (e.g. EmissiveColor_Tint).
Show a list of every modelbin + material instance where that parameter was found (similar to how "Material Extractor" already scans a modelbin — just extended to scan a whole folder/zip and multiple files at once).
Let the user set one new value (or apply a transform, e.g. swap R/B channels) and apply it to all matching instances at once, with a single Save/confirmation step.

Why this would help

Since each modelbin carries its own independent copy of the material's parameter values (rather than referencing a single shared instance), any car that reuses a lighting/emissive material across many parts currently requires a lot of repetitive manual editing to keep a consistent look. A batch apply tool would make color/recolor mods (like underglow or accent lighting mods) much faster and less error-prone to create and maintain, especially across game version conversions where the same edit might need to be reapplied.

Additional context

Happy to share the exact car files / material name if useful for testing.

Activity

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