Difference between revisions of "HPL3/Materials/Materials Overview"
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{{tip|<code>.mat</code> files can be opened directly with the material editor application, if you set it as the default app in your computer's settings.}} | {{tip|<code>.mat</code> files can be opened directly with the material editor application, if you set it as the default app in your computer's settings.}} | ||
− | ==Example== | + | ==.mat file Example== |
+ | The basic structure of a .mat file is as follows: | ||
<syntaxhighlight lang="xml"> | <syntaxhighlight lang="xml"> | ||
<Material> | <Material> |
Latest revision as of 08:49, 9 September 2020
A material is a .mat
text file that defines a two-dimensional surface. It contains all of the information needed for HPL3 to simulate the surface visually, aurally, and physically.
The main attributes of a material are:
- Material Type
- Corresponding Physics Material
- Texture Units
- Material Variables
HPL3 Material are created and edited using the Material Editor.
Tip:
.mat
files can be opened directly with the material editor application, if you set it as the default app in your computer's settings..mat file Example
The basic structure of a .mat file is as follows:
<Material>
<Main BlendMode="Add" DepthTest="true" ForceFullScaleTextures="true" PhysicsMaterial="Bed" Type="soliddiffuse" UVSubDivs="1 1" UseAlpha="false" />
<TextureUnits>
<Diffuse AnimFrameTime="1" AnimMode="None" AnimStartTime="0" Compress="false" File="textures/detail/algae_detail.dds" MipMaps="true" Type="2D" Wrap="Repeat" />
</TextureUnits>
<SpecificVariables>
<Var Name="HeightMapScale" Value="0.05" />
<Var Name="HeightMapBias" Value="0" />
<Var Name="IlluminationBrightness" Value="1" />
<Var Name="FrenselBias" Value="0.2" />
<Var Name="FrenselPow" Value="8" />
<Var Name="AlphaDissolveFilter" Value="false" />
<Var Name="DissolveLayer" Value="0" />
<Var Name="DetailUvMul" Value="4 4" />
<Var Name="DetailWeight_Diffuse" Value="1" />
<Var Name="DetailWeight_Specular" Value="1" />
<Var Name="DetailWeight_Normal" Value="1" />
<Var Name="DetailFadeStart" Value="5" />
<Var Name="DetailFadeEnd" Value="10" />
<Var Name="SwayActive" Value="false" />
<Var Name="SwayForceFieldAffected" Value="true" />
<Var Name="SwayFreq" Value="1" />
<Var Name="SwayAmplitude" Value="0.1" />
<Var Name="SwaySpeed" Value="1" />
<Var Name="SwayOctaveMuls" Value="0.125 0.25 1" />
<Var Name="SwayForceFieldMul" Value="0.3" />
<Var Name="SwayForceFieldMax" Value="0.6" />
<Var Name="SwayYFreqMul" Value="0" />
<Var Name="SwaySingleDir" Value="false" />
<Var Name="SwaySingleDirVector" Value="0 0 1" />
<Var Name="SwaySingleSampleVector" Value="1 0 0" />
<Var Name="LiquidTrickleColor" Value="0 0 0 1" />
<Var Name="LiquidTrickleSpecular" Value="0 0 0 0" />
<Var Name="LiquidTrickleLoopFade" Value="false" />
<Var Name="LiquidTrickleFadeSpeed" Value="0.5 0.5" />
<Var Name="LiquidTrickleEdgeSize" Value="0.5" />
<Var Name="LiquidTrickleDryness" Value="0.5" />
<Var Name="LiquidTrickleBlendMode" Value="Alpha" />
</SpecificVariables>
</Material>
Main
describe general material parameters. More on that in Material Editor General and in the different material types section in the main Materials category.TextureUnits
describe different shaders maps the material may use. More on that in Texture Units.SpecificVariables
describe further material configuration and unique variables. They vary from different material types. More on that in Material Specific Variables and in the different material types section in the main Materials category.
Finding Materials
.mat
files can be found in several locations:
- Inside a sub-folder under the
/textures
folder of the game. - Inside a sub-folder under the
/static_objects
folder of the game. - Inside a sub folder under the
/entities
folder of the game.