Materials are a combination of textures that can be "painted" onto surfaces in the game.
Each material can have the following texture layers:
- diffuse - defines the color of the light that is reflected off of the surface
- emissive - defines the color of the light that is emitted from the surface (ie, the color that the surface glows)
- normal - the "slope" of the surface. This simulates roughness by varying how light reflects off of the surface, creating shadows and hightlights on an otherwise flat plane.
- specular - the "shininess" of the surface
- tint - A uniform color that can be applied to modify the shade of a material. This allows materials to be given variant appearances with very little additional work.
At the root of the material project you can insert the following:
- New material library
- New tint library
- New palette library
- New Heraldry library
- New Light
- The Sun
Libraries themselves aren't directly editable, though. Once you've created a library, you'll need to right click the library and insert an actual object to be tinkered with.
For example: right click Root > insert Tint library > right click Tint library > insert new tint object.
The 'tint object' itself can then be adjusted and manipulated. The same goes for all the above library types.
Libraries can have groups added, which are similar to subdirectories for organizational purposes.
|⊟||Buffer Effect 1|
|⊟||Buffer Effect 2|
|⊟||Buffer Effect 3|
|Rotation Pitch (degrees)|
|Rotation Roll (degrees)|
|Rotation Yaw (degrees)|
|Sound Material Type||Materials of type "Prop Default" don't have a sound material type.|
Material type can be:
- Diffuse Distortion
- General GUI
- Prop Default
- Weapon Trail
Material Semantic can be:
Sound Material Type can be:
- Hollow wood
|Enable Diffuse Map||True/false|
|Diffuse Map||A TGA or DDS file|
|Diffuse (Preview Texture)||Pops up a window displaying a larger view of the diffuse map|
|Diffuse (Refresh Texture)||Reloads the diffuse map from disk and rebuilds the texture|
|Enable Normal Map||True/false|
|Normal Map||A TGA or DDS file|
|Normal (Preview Texture)||Pops up a window displaying a larger view of the normal map|
|Normal (Refresh Texture)||Reloads the normal map from disk and rebuilds the texture|
|Enable Specular Map||True/false|
|Specular Map||A TGA or DDS file|
|Specular (Preview Texture)||Pops up a window displaying a larger view of the specular map|
|Specular (Refresh Texture)||Reloads the specular map from disk and rebuilds the texture|
Only materials of type "Prop Default" can have a tint.
|Enable Tint Map||True/false|
|Tint Map||A TGA or DDS file|
|Tint (Preview Texture)||Pops up a window displaying a larger view of the diffuse map|
|Tint (Refresh Texture)||Reloads the diffuse map from disk and rebuilds the texture|
Tints are stored in a separate tint library within the material project.
|Import TNT file||Import a TNT file for this tint|
|Enable Tint R|
|Enable Tint G|
|Enable Tint B|
|Enable Tint A|
Tint type can be:
- 3 Channel Tint
- Makeup Lip Tint
- Makeup Eye Tint
- Makeup Blush Tint
- Skin Tint
- Tattoo Tint
For the R, G, and B channels, enabling each will enable the following properties:
|Enable Tint Channel||True/False|
Models can be placed in the material project's display area to allow textures to be tested and compared as work progresses.
Palette objects are similar to materials, but much simpler.
A heraldry object is a diffuse texture that's intended to overlay an existing material like a decal.