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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**'''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="yellow">'''Color Map''':</font> | ||
**First field is to browse to your .TGA/.DDS file, Open button will attempt to open it with default picture viewer; | **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; | ||
**'''Tint''' - not entirely certain but i imagine it would add a tint of the selected color to the color map; | **'''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; | **'''Tiling options''' - Wraps the image so it repeats at the edges, or clamps it so it stops at the edges; | ||
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**'''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; | **'''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; | ||
*<font color="yellow">'''Normal Map''' - </font> | *<font color="yellow">'''Normal Map''' - </font> | ||
Same as above expect for the Normal Map Texture; | Same as above expect for the [[Call_of_Duty_:_Texturing#Bump_maps|Normal Map]] Texture; | ||
*<font color="yellow">'''Detail Map''' - </font> | *<font color="yellow">'''Detail Map''' - </font> | ||
Same as above expect for the Detail Map Texture; | Same as above expect for the Detail Map Texture; | ||
*<font color="yellow">'''Specular Map''' - </font> | *<font color="yellow">'''Specular Map''' - </font> | ||
Same as above expect for the Specular Map Texture; | Same as above expect for the [[Call_of_Duty_:_Texturing#Specular_maps|Specular Map]] Texture; | ||
*<font color="yellow">'''Cosine Power Map''' - </font> | *<font color="yellow">'''Cosine Power Map''' - </font> | ||
Same as above expect for the Cosine Power Map Texture; | Same as above expect for the Cosine Power Map Texture; |
Revision as of 00:20, 29 January 2009
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:
- 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 -
Same as above expect for the Normal Map Texture;
- Detail Map -
Same as above expect for the Detail Map Texture;
- Specular Map -
Same as above expect for the Specular Map Texture;
- Cosine Power Map -
Same as above expect for the Cosine Power Map Texture;