Materials - Parik27/DragonFF GitHub Wiki
Properties
| Name | Description |
|---|---|
| Color | The color of the material or texture tint |
| Ambient | How much ambient lighting affects the material |
| Specular | The intensity of specular highlights |
| Diffuse | How much dynamic lights affect the material |
| Texture | The diffuse texture of the material |
| Filtering | The filtering type to use on the texture |
| Adressing | The uv adressing modes of the texture |
Notes
- In order for the material color to work, the 'Modulate Material Color' option needs to be enabled
- Filtering and uv adressing modes from the TXD usually override the ones set in the model
- The small drop down menu next to the color has quick presets for features such as lights
Creates the illusion of a bumpy surface by overlaying a bump map that perturbs lighting.
Properties
| Name | Description |
|---|---|
| Texture | Grayscale image that defines the bump height |
| Strenght | Multiplies the strenght of the effect |
| Use Diffuse Alpha | Uses the alpha channel of the diffuse texture as a bump map |
Notes
- Does not support compression and mipmaps unless diffuse alpha is used
- You can not have a bump effect and transparency on the same material
- For the best efficiency use LUM raster format for the bump texture
Simulates reflective surfaces by projecting an environment image onto the material.
Properties
| Name | Description |
|---|---|
| Texture | An image that will get projected onto the surface |
| Coefficient | The intensity of the reflexion texture |
| Use Framebuffer Alpha | Uses the alpha channel of the diffuse texture as a mask |
Notes
- Using a high coefficient can result in an emissive effect
- Can be combined with bump maps to get the mask effect without the transparency
Overlays a second texture over the diffuse texture with custom blending.
Properties
| Name | Description |
|---|---|
| Texture | Texture to overlay over the diffuse texture |
| Blending | Blending mode for the second texture and framebuffer color |
Notes
- Can use the second uv map of the object in order to be used as a light map
Applies a custom transformation to the uv map of the object that results in an animated texture effect.
Properties
| Name | Description |
|---|---|
| Name | The name of the animation |
| Force Dual Pass | Forces blending modes when combined with a dual texture |
Notes
- Only supports position and scale transformations
Adds a fake light reflection on surfaces to simulate a metallic material.
Properties
| Name | Description |
|---|---|
| Texture | The texture used for the specular highlight |
| Level | The intensity level of the specular highlight |
Notes
- This effect is primarily used on vehicles
Extends the enviroment map effect with new parameters.
Properties
| Name | Description |
|---|---|
| Scale | Controls the scale of the enviroment texture |
| Offset | Controls the offset of the enviroment texture |
| Intensity | Forces blending modes when combined with a dual texture |
Notes
- This effect is primarily used on vehicles
- Requires the enviroment map material effect to be enabled
- Supports both camera reflections and wave reflections
- If the texture name starts with an 'x' it use the latter
| Effect | Bump Map | Enviroment Map | Dual Texture | UV Animation |
|---|---|---|---|---|
| Bump Map | + | - | - | |
| Enviroment Map | + | - | - | |
| Dual Texture | - | - | + | |
| UV Animation | - | - | + |
| Name |
|---|
Nearest |
Linear |
Mip Nearest |
Mip Linear |
Linear Mip Nearest |
Linear Mip Linear |
Image
Nearest, Linear
| Name |
|---|
Wrap |
Mirror |
Clamp |
Border |
Image
Wrap, Mirror, Clamp, Border
| Name | R | G | B | A |
|---|---|---|---|---|
Zero |
0 | 0 | 0 | 0 |
One |
1 | 1 | 1 | 1 |
Src Color |
Rs | Gs | Bs | As |
Inv Src Color |
1-Rs | 1-Gs | 1-Bs | 1-As |
Src Alpha |
As | As | As | As |
Inv Src Alpha |
1-As | 1-As | 1-As | 1-As |
Dst Alpha |
Ad | Ad | Ad | Ad |
Inv Dst Alpha |
1-Ad | 1-Ad | 1-Ad | 1-Ad |
Dst Color |
Rd | Gd | Bd | Ad |
Inv Dst Color |
1-Rd | 1-Gd | 1-Bd | 1-Ad |
Src Alpha Sat |
f | f | f | 1 |
- f = min(As, 1-Ad)
Image
SRC (B -> T) DST (L -> R)