The post effect shader can just replace the default post-bloom.fx in the PS_2_0 folder. Or you can use a script to use it from the postprocess folder.
Open the fx file and change the variables to change how it looks. Sadly you can't buy Darkshader anymore so you'll need to rebuild the game every time to see the changes.
The PBR shaders are based on Bond1's shaders and I didn't change the way textures are handled with the static and segment shaders much, so his tutorials should show you how to use them.
In the original thread I specified what shader needs what textures and what certain channels do.
You need to use the correct shader with different entity types. A static entity cannot use the same textures as a dynamic one. You will also need to change the textures.
This means you need different textures and FPE files if you want a static and dynamic version of the same entity.
Character and props shaders are both dynamic. Characters can use prop shaders but I'm not sure if that's a good idea as it means the skinning is not driven by the shader.
Quote: " Now the "Specular" texture is very easy to make, it's usually
just a B/W of the D2, then some contrast added so the shader can reflect light . "
For the love of god never ever do this. It looked terrible with traditional shaders and will look even worse with PBR.
Make a gloss/smoothness texture manually.
Bond1's tutorial is a bit basic but should be a good starting point.
Block out values for the different parts of a model then add details and highlights. Bond1's edge highlight technique might not work too well with PBR though and is not realistic.
Just keep in mind that the texture is based on roughness, not visual brightness as with traditional shaders, so it will react differently.
You also cannot have colour in a roughness map. Coloured reflections are because the surface is metallic most of the time.
(coloured specular textures used to be used to balance out the diffuse because the shaders were not gamma correct, see Doom 3)
The thread for the shaders should have plenty of links to forums and wikis with dozens of tutorials for PBR asset creation. If not, google is your friend.
Here's a gif showing how the shaders respond to gloss/roughness in increments of 0.2
Notice how it isn't quite linear in brightness falloff.
I've found that setting the roughnesscurve variable in the shaders from 2 to 6 can look more linear like old shaders, however it still looks rather different because it's still using a PBR specular BRDF.

If something compiles on the first try. Something is terribly wrong.