Materials - Havens-Night/AW2-Modding-Documentation GitHub Wiki
Alan Wake 2's .material
files are the equivalent to material instances .mi
for Unreal Engine games or .mdf
files found in RE Engine games.
These control the parameters of a material on a mesh and its submeshes.
To edit them you will need 010 Editor and the AW2_material template.
- Once in 010 Editor you should see something similar to this:
- Expand
Material Parameters
(highlighted in yellow above) and the firstMaterialParamEntry (a.k.a. the BaseMaterial)
struct then open any of theMaterialParam[X]
like so:
- Here the currently opened
MaterialParam
is calledColorMultiplier
and has 4 float valuesR | G | B | A
changing any of these values will increase the intensity of that color channel on the mesh.
[!note] While in this case the float names "RGBA" mean Red Green Blue Alpha these are used as vector names for other material parameters. So
R
is just the name of the first vector,B
is the name of the second vector and so on.
- In the image above, you can also see fields called
EX_Extra_MaterialParams
followed by anotherMaterialParamEntry
struct, these hold the material parameters of the submeshes. They can inherit parameters from theBaseMaterial
and they usually have aMaterialParam
calledBaseMaterialInfluence
.
If you set theR
float value to1.0
it will completely override the settings of the extra material param and will use the base material's values instead.
[!tip] Using the loose file loader, you can edit a material file and then reload a save to see your changes in almost real-time.