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hpl3:engine:materials

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hpl3:engine:materials [2012/04/24 12:26]
thomas [Decal]
hpl3:engine:materials [2012/05/09 14:18]
thomas
Line 92: Line 92:
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 The normal map for the material and uses the standard format rgb = xyz and is in tangent space. Note that this needs to be converted to a format of XY only though! ​ The normal map for the material and uses the standard format rgb = xyz and is in tangent space. Note that this needs to be converted to a format of XY only though! ​
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 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “detail_nrm”.\\ **Suffix:** “detail_nrm”.\\
 Detail normal works basically like the diffuse version, but on the normal map. Detail normal works basically like the diffuse version, but on the normal map.
Line 187: Line 187:
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc, tga for high quality.\\+**File format:** dds, 3dc (aka DXN, BC5), tga for high quality.\\
 **Suffix:** “liquid”.\\ **Suffix:** “liquid”.\\
 This texture shows how liquid should fade in, move and fade out over an object. The red channel contains a mask for how liquid should fade in on the image, the brighter a pixel is the earlier the liquid will cover it. The green channel contains a mask for how the liquid should fade out. If a 3dc compressed texture produces poor results then a RGBA tga should be used with the red channel stored in the alpha channel and the green channel stored in the blue channel. This texture shows how liquid should fade in, move and fade out over an object. The red channel contains a mask for how liquid should fade in on the image, the brighter a pixel is the earlier the liquid will cover it. The green channel contains a mask for how the liquid should fade out. If a 3dc compressed texture produces poor results then a RGBA tga should be used with the red channel stored in the alpha channel and the green channel stored in the blue channel.
Line 265: Line 265:
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\ Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\
Line 299: Line 299:
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc, tga for high quality.\\+**File format:** dds, 3dc (aka DXN, BC5), tga for high quality.\\
 **Suffix:** “liquid”.\\ **Suffix:** “liquid”.\\
 This texture shows how liquid should fade in, move and fade out over an object. The red channel contains a mask for how liquid should fade in on the image, the brighter a pixel is the earlier the liquid will cover it. The green channel contains a mask for how the liquid should fade out. If a 3dc compressed texture produces poor results then a RGBA tga should be used with the red channel stored in the alpha channel and the green channel stored in the blue channel. This texture shows how liquid should fade in, move and fade out over an object. The red channel contains a mask for how liquid should fade in on the image, the brighter a pixel is the earlier the liquid will cover it. The green channel contains a mask for how the liquid should fade out. If a 3dc compressed texture produces poor results then a RGBA tga should be used with the red channel stored in the alpha channel and the green channel stored in the blue channel.
Line 346: Line 346:
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\ Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\
Line 458: Line 458:
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:** dds, 3dc.\\+**File format:** dds, 3dc (aka DXN, BC5).\\
 **Suffix:** “nrm”.\\ **Suffix:** “nrm”.\\
 Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\ Instead of changing the way light is shaded (like with solid material), here the normal map is used to distort the background (if refraction is set to true) and/or to change the way reflection is calculated.\\
Line 470: Line 470:
 **Suffix:** “env”.\\ **Suffix:** “env”.\\
 This will apply a cube to the mesh as if it is was reflecting it (hence called “environment map”). It will be used instead of the world reflection, thus making the water rendering ALOT faster! This will apply a cube to the mesh as if it is was reflecting it (hence called “environment map”). It will be used instead of the world reflection, thus making the water rendering ALOT faster!
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hpl3/engine/materials.txt · Last modified: 2012/10/09 08:39 by thomas