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Been digging into the latest update for the Forge system. If you're building internals or working with overlays that require precise material filtering, these IDs are essential. Whether you're setting up chams, world color modifications, or just trying to identify specific objects in the world space, you'll need this list.
Forge Material Context
This dump covers the primary IDs needed to hook into the current material system. For those who missed the previous technical drops regarding offsets and decryption logic, this is the final piece of the puzzle for your renderer hooks.
Technical Implementation
Note: While these IDs remain stable across minor patches, keep your debugger ready in case the indices shift after a major engine update. If you're seeing broken visuals, verify the material pointers first.
Drop a comment if you've mapped out any of the newer environmental IDs not included here.
Forge Material Context
This dump covers the primary IDs needed to hook into the current material system. For those who missed the previous technical drops regarding offsets and decryption logic, this is the final piece of the puzzle for your renderer hooks.
Raw material IDs list can be found here:
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Technical Implementation
- Locate the material buffer within the game renderer.
- Cross-reference these IDs against the active vertex or index stream.
- Apply your specific shader overrides, stencils, or wireframe calls based on the target ID.
Note: While these IDs remain stable across minor patches, keep your debugger ready in case the indices shift after a major engine update. If you're seeing broken visuals, verify the material pointers first.
Drop a comment if you've mapped out any of the newer environmental IDs not included here.