If you are a beginner in modding, the shader system in Saints Row 4 might be confusing to you. Even for me. So I decided to test all of them. I created a new costume which essentially is a 3d ball and apply sets of textures to it Blend map (for experimenting) White-Gray checkerboard map with alpha channel as diffuse RGB pattern map Simple Yellow glow map Simple normal map with circles and greed patterns BCM pattern map Green-Purple checkerboard as specular Sphere map 1 Sphere map 2 Note : SR4's normal maps don't have blue channel(it's filled by black color) but that is not big deal, nonempty blue channel doesn't affect on material Note: I didn't get any good result with specular color map, maybe because I had done something wrong or there is not any good light source in my test That all with my little test for current SDK converter. I would be glad for any help. Spoiler: ir_at_bbsimple1 Simple shader with 3 maps: diffuse, normal and specular color. As I understand at prefix means Alpha Transparency so it support transparency controlled by alpha channel in diffuse texture. Works as expected. Spoiler: ir_at_bbsimple3 Even more simple shader with one diffuse texture. You can see that alpha transparency works too but material is also double-sided. Spoiler: ir_bbsimple1 Same 3 maps: diffuse, normal and specular color as in ir_at_bbsimple1 but transparency doesn't works Spoiler: ir_bbsimple3 Same one diffuse map as in ir_at_bbsimple3 but transparency doesn't works Spoiler: ir_glowmask_dns 4 maps: diffuse, normal, specular color and glow. As you expected glow map is glowing. Only with this lighting you can see green specular color map.