Call of Duty 5: Assman Material: Difference between revisions

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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.
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**'''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>
**The [[Call_of_Duty_:Texturing#Color_maps|Color Map]] is the texture with the color and light reflection information of a surface.
**The [[Call_of_Duty_:Texturing#Color_maps|Color Map]] is the texture with the color and light reflection information of a surface.
**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
**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
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**'''Compression''' - Changes the compression method for the texture, usually no need, keep <auto compression>
**'''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
**'''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="blue">'''Normal Map''' - </font>
**Same as above expect for the [[Call_of_Duty_:Texturing#Bump_maps|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="blue">'''Detail Map''' - </font>
**Same as above expect for the [[Call_of_Duty:_Texturing#Detail_maps|Detail Map]] Texture.
**Same as above expect for the [[Call_of_Duty:_Texturing#Detail_maps|Detail Map]] Texture.
*<font color="yellow">'''Specular Map''' - </font>
*<font color="blue">'''Specular Map''' - </font>
**Same as above expect for the [[Call_of_Duty_:Texturing#Specular_maps|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="blue">'''Cosine Power Map''' - </font>
**Same as above expect for the [[Call_of_Duty:_Texturing#Specular_maps|Cosine Power Map]] Texture.
**Same as above expect for the [[Call_of_Duty:_Texturing#Specular_maps|Cosine Power Map]] Texture.



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 -