Difference between revisions of "HPL3/Materials/Working with Materials"

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==Assigning Materials to Entities==
 
==Assigning Materials to Entities==
In order to assign a material to an entity, you need to use the [[HPL3/SOMA/Entities/Entity_Mesh|Model Editor]]. By selecting the mesh, you will have the option to add an existing <code>.mat</code> file.
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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 <code>.mat</code> file.
  
 
==Assigning Materials to Static Objects==
 
==Assigning Materials to Static Objects==
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In order to assign a material to a static object, you need to make sure that:
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#The diffuse texture is assigned to the model file. For example, a <code>dae</code> file should have a texture assignment like so:
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##
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==See More==
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* [[HPL3/Modeling/Static_Objects|Static Objects]]
  
 
[[Category:HPL3 Materials]]
 
[[Category:HPL3 Materials]]
 
[[Category:English]]
 
[[Category:English]]

Revision as of 21:39, 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:

  1. The diffuse texture is assigned to the model file. For example, a dae file should have a texture assignment like so:


See More