Call of Duty 5: Assman Material: Difference between revisions

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(New page: == Asset Material Explained == 700px '''The top section has:''' *<font color="yellow">'''MaterialType''' - </font> Usually World Pong unless Effect or other, 2D w...)
 
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'''The top section has:'''
'''The top section has:'''


*<font color="yellow">'''MaterialType''' - </font> Usually World Pong unless Effect or other, 2D would be for a Loadscreen or Minimap;
*<font color="blue">'''MaterialType''' - </font> Usually World Pong unless Effect or other, 2D would be for a Loadscreen or Minimap;
*<font color="yellow">'''SurfaceType''' - </font> Unless Decal or Sky then leave at Default;
*<font color="blue">'''SurfaceType''' - </font> Unless Decal or Sky then leave at Default;
*<font color="yellow">'''Sort''' - </font> Important, thats for the Impact Fxs/Markings, pick depending on the Surface;
*<font color="blue">'''Sort''' - </font> Important, thats for the Impact Fxs/Markings, pick depending on the Surface;
*<font color="yellow">'''Usage''' - </font> Pick under which sections it will show in Radiant Textures Menu;
*<font color="blue">'''Usage''' - </font> Pick under which sections it will show in Radiant Textures Menu
*<font color="yellow">'''Locales''' - </font> Again, Radiant stuff
*<font color="blue">'''Locales''' - </font> Again, Radiant stuff
*<font color="yellow">'''Framebuffer operations''':</font>
*<font color="blue">'''Framebuffer operations''':</font>
**'''BlendFunc''' - Transparancy settings, Replace is for most materials, Blend is for standard transparency like glass, multiply is used for grime decals, the rest are mostly for fx;
**'''BlendFunc''' - Transparancy settings, Replace is for most materials, Blend is for standard transparency like glass, multiply is used for grime decals, the rest are mostly for fx;
**'''Cullface''' - Back will only draw outside faces, Front will only draw inside faces, None will draw both.
**'''Cullface''' - Back will only draw outside faces, Front will only draw inside faces, None will draw both.
**'''PolygonOffset''' - Only adjust this for decals;
**'''PolygonOffset''' - Only adjust this for decals
**'''AlphaTest''' - GE128 = punchout alpha, black and white (for Glass Windows!!).  Always = everything else;
**'''AlphaTest''' - GE128 = punchout alpha, black and white (for Glass Windows!!).  Always = everything else
**'''DepthTest''' - Adjusts the rendering order of the material. Dont touch :);
**'''DepthTest''' - Adjusts the rendering order of the material. Dont touch :)
**'''DepthWrite''' - Turns z buffer info on or off, leave on default unless you know what you are doing!;
**'''DepthWrite''' - Turns z buffer info on or off, leave on default unless you know what you are doing!
*<font color="yellow">'''Color Map''':</font>
*<font color="blue">'''Color Map''':</font>
**First field is to browse to your .TGA/.DDS file, Open button will attempt to open it with default picture viewer;
**The [[Call_of_Duty_:Texturing#Color_maps|Color Map]] is the texture with the color and light reflection information of a surface.
**'''Tint''' - not entirely certain but i imagine it would add a tint of the selected color to the color map;
**First field is to browse to your [[TGA_(file_format)|.TGA]]/[[DDS_(file_format)|.DDS]] file, Open button will attempt to open it with default picture viewer
**'''Tiling options''' - Wraps the image so it repeats at the edges, or clamps it so it stops at the edges;
**'''Tint''' - not entirely certain but i imagine it would add a tint of the selected color to the color map
**'''MIP options''' - Makes the image clearer when viewed from an angle, at some cost of rendering time;
**'''Tiling options''' - Wraps the image so it repeats at the edges, or clamps it so it stops at the edges
**'''Compression''' - Changes the compression method for the texture, usually no need, keep <auto compression>;
**'''MIP options''' - Makes the image clearer when viewed from an angle, at some cost of rendering time
**'''NoPicMip''' - Ignores mip maps, image will always be high rez. Prevents the game from reducing this image's resolution when trying to save texture memory;
**'''Compression''' - Changes the compression method for the texture, usually no need, keep <auto compression>
*<font color="yellow">'''Normal Map''' - </font>
**'''NoPicMip''' - Ignores mip maps, image will always be high rez. Prevents the game from reducing this image's resolution when trying to save texture memory
Same as above expect for the Normal Map Texture;
*<font color="blue">'''Normal Map''' - </font>
*<font color="yellow">'''Detail Map''' - </font>
**Same as above expect for the [[Call_of_Duty_:Texturing#Bump_maps|Normal Map]] Texture.
Same as above expect for the Detail Map Texture;
*<font color="blue">'''Detail Map''' - </font>
*<font color="yellow">'''Specular Map''' - </font>
**Same as above expect for the [[Call_of_Duty:_Texturing#Detail_maps|Detail Map]] Texture.
Same as above expect for the Specular Map Texture;
*<font color="blue">'''Specular Map''' - </font>
*<font color="yellow">'''Cosine Power Map''' - </font>
**Same as above expect for the [[Call_of_Duty_:Texturing#Specular_maps|Specular Map]] Texture.
Same as above expect for the Cosine Power Map Texture;
*<font color="blue">'''Cosine Power Map''' - </font>
**Same as above expect for the [[Call_of_Duty:_Texturing#Specular_maps|Cosine Power Map]] Texture.


[[Category:Call of Duty 5]]
[[Category:Call of Duty 5]]

Latest revision as of 14:10, 6 March 2012

Asset Material Explained

The top section has:

  • MaterialType - Usually World Pong unless Effect or other, 2D would be for a Loadscreen or Minimap;
  • SurfaceType - Unless Decal or Sky then leave at Default;
  • Sort - Important, thats for the Impact Fxs/Markings, pick depending on the Surface;
  • Usage - Pick under which sections it will show in Radiant Textures Menu
  • Locales - Again, Radiant stuff
  • Framebuffer operations:
    • BlendFunc - Transparancy settings, Replace is for most materials, Blend is for standard transparency like glass, multiply is used for grime decals, the rest are mostly for fx;
    • Cullface - Back will only draw outside faces, Front will only draw inside faces, None will draw both.
    • PolygonOffset - Only adjust this for decals
    • AlphaTest - GE128 = punchout alpha, black and white (for Glass Windows!!). Always = everything else
    • DepthTest - Adjusts the rendering order of the material. Dont touch :)
    • DepthWrite - Turns z buffer info on or off, leave on default unless you know what you are doing!
  • Color Map:
    • The Color Map is the texture with the color and light reflection information of a surface.
    • First field is to browse to your .TGA/.DDS file, Open button will attempt to open it with default picture viewer
    • Tint - not entirely certain but i imagine it would add a tint of the selected color to the color map
    • Tiling options - Wraps the image so it repeats at the edges, or clamps it so it stops at the edges
    • MIP options - Makes the image clearer when viewed from an angle, at some cost of rendering time
    • Compression - Changes the compression method for the texture, usually no need, keep <auto compression>
    • NoPicMip - Ignores mip maps, image will always be high rez. Prevents the game from reducing this image's resolution when trying to save texture memory
  • Normal Map -
  • Detail Map -
  • Specular Map -
  • Cosine Power Map -