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;