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Material

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Revision as of 16:22, 13 May 2007 by Tanner (talk | contribs) (Code)
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A material is used in a BZFlag world to define a new look for otherwise regular objects, such as meshboxes.

Code

To put a material in your map, first it must be defined:

material
 name example_material
 texture filename
 addtexture filename
 notextures
 notexcolor
 notexalpha
 texmat -1
 dyncol -1
 ambient 0.0 0.0 0.0 1.0
 diffuse 1.0 1.0 1.0 1.0
 color 1.0 1.0 1.0 1.0
 specular 0.0 0.0 0.0 1.0
 emission 0.0 0.0 0.0 1.0
 shininess 0.0
 resetmat
end

Valid parameters for a Material are: <properties> name=name for reference texture=set the texture (don't use PNG extension) addtexture=add a texture (again, no PNG extension) notextures=don't use textures. notexcolor=don't apply the color to the texture notexalpha=don't use the texture's alpha channel texmat=specify a texture matrix. -1 for no texture matrix. dyncol=specify a dynamic color. -1 for no dynamic color. ambient=ambient color diffuse=diffuse (main) color (red,green,blue,alpha) color=synonym for diffuse specular=specular color emission=emission color shininess=shiny! resetmat=restore default values </properties> To actually apply a texture, you must use some sort of reference in an object, like so:

meshbox
 position 0 0 10
 rotation 0
 size 10 10 5
 matref example_material
end

Magic Material Names

General

GroundMaterial

Skybox

LeftSkyboxMaterial RightSkyboxMaterial FrontSkyboxMaterial BackSkyboxMaterial TopSkyboxMaterial BottomSkyboxMaterial

History

Materials were added in BZFlag 2.0.0.

Editor Support

Materials are supported in Blender with BZWTools, pyBZEdit, and Wings3D with the BZW Exporter for Wings3D. Materials are NOT supported in BZEdit or BZFed.