Call of Duty 5: Assman Material

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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 -