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 first MaterialParamEntry (a.k.a. the BaseMaterial) struct then open any of the MaterialParam[X] like so:
  • Here the currently opened MaterialParam is called ColorMultiplier and has 4 float values R | 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 another MaterialParamEntry struct, these hold the material parameters of the submeshes. They can inherit parameters from the BaseMaterial and they usually have a MaterialParam called BaseMaterialInfluence.
    If you set the R float value to 1.0 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.