Material Editor - Outerra/anteworld GitHub Wiki
Texture Loading
In order to load textures for the model, all you have to import it via the asset importer. Sometimes, it errs and cannot properly distinguish all the file names. [INSERT NAMING CONVENTIONS] In that case, you will have to add them manually. Just open the material editor in game:
If you do not have a texture pre-made, you can just toggle some of the values - set the color, roughness and etc. But if your material had the values set, the game would set them also.
In the material editor, you first select the material you want to edit. (The list of materials are the same as they were in the model you created, whatever you named them). You have to edit some of the values in order to make it look as you wish to.
There is the First Block and the Second Block (delimited by the three checkboxes).
- The Second Block allows you to link the model with texture maps in your folders.
- The First Block is used when you don’t have pre-made textures, and you just want to put some simple values, for example make the whole material rough.
- Note: The available options in the First Block will change automatically when you add a texture map in the Second Block.
For example, this is how the options change once you put a roughness map in there: More precisely:
Turns into:
Now you can no longer set one uniform roughness for the whole material. But you can toggle it a bit, make the rough parts less parts, or the smooth parts more rough. Or both. Or if you included an emissive map, you will be able to do this with emission instead of roughness.
- Some maps do not have this options and some have different ones
- This is done because the properties may look different in-game and in your 3D modeling software.