Difference between revisions of "HPL3/Materials/Working with Materials"
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− | + | #The material file name must have the same name as the base texture file (diffuse). For example, if your texture file is called <code>my_texture_file.dds</code>, the material file should be named <code>my_texture_file.mat<code>. This way, the game will automatically know what material file to pick for the static object. | |
==See More== | ==See More== |
Revision as of 21:48, 8 September 2020
In HPL3, materials are used only every 3D object, be it a model, entity, terrain or even a 2D plane. Materials are created using the Material Editor, and then assigned to the 3D object. There are several ways to assign a material to a 3D object, depending on the type of object.
Assigning Materials to Entities
In order to assign a material to an entity, you need to use the Model Editor. By selecting the mesh, you will have the option to add an existing .mat
file.
Assigning Materials to Static Objects
In order to assign a material to a static object, you need to make sure that:
- The diffuse texture is assigned to the model file. For example, a
dae
file should have a texture assignment like so:<library_images> <image id="Map #1-image" name="Map #1"> <init_from>file://path_to_texture_file/my_texture_file.dds</init_from> </image> </library_images>
- The material file name must have the same name as the base texture file (diffuse). For example, if your texture file is called
my_texture_file.dds
, the material file should be namedmy_texture_file.mat
. This way, the game will automatically know what material file to pick for the static object.
See More