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Latest revision | Your text | ||
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material | material | ||
− | name | + | name example_material |
texture filename | texture filename | ||
addtexture filename | addtexture filename | ||
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|} | |} | ||
Valid parameters for a Material are: | Valid parameters for a Material are: | ||
− | + | <properties> | |
− | + | name=name for reference | |
− | + | texture=set the texture (must be .png but don't include the extension unless on the Internet) | |
− | + | addtexture=add a texture (again, no extension is needed) | |
− | + | notextures=don't use textures. | |
− | + | notexcolor=don't apply the [[Color(BZW)|color]] to the texture | |
− | + | notexalpha=don't use the texture's alpha channel | |
− | + | texmat=specify a [[TextureMatrix|texture matrix]]. -1 for no texture matrix. (addtexture must be used before texmat) | |
− | + | dyncol=specify a [[DynamicColor|dynamic color]]. -1 for no dynamic color. | |
− | + | ambient=ambient color | |
− | + | diffuse=diffuse (main)[[Color(BZW)|color]] | |
− | + | [[Color(BZW)|color]]=synonym for diffuse | |
− | + | specular=specular [[Color(BZW)|color]] | |
− | + | emission=emission [[Color(BZW)|color]] | |
− | + | shininess=shiny! | |
− | + | resetmat=restore default values | |
− | + | spheremap=use spherical texture coordinate mapping | |
− | + | noradar=do not display on radar (except normal mode) | |
− | + | noshadow=do not render shadows | |
− | + | noculling=do not cull by face winding (double-sided) | |
− | + | nosorting=do not do front-to-back alpha sorting | |
− | + | nolighting=disable lighting | |
− | + | alphathresh=alpha thresholding value | |
− | + | groupalpha=sort translucent faces as a group | |
− | + | occluder=faces with this material will occlude | |
− | + | </properties> | |
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To actually apply a material, you must use some sort of reference in an object, like so: | To actually apply a material, you must use some sort of reference in an object, like so: | ||
{| | {| | ||
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rotation 0 | rotation 0 | ||
size 10 10 5 | size 10 10 5 | ||
− | + | matref example_material | |
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end | end | ||
|} | |} | ||
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+ | ==Transparency== | ||
+ | The transparency effect is created by setting the alpha component of a material's [[Color(BZW)|color]] to a value less than one. | ||
+ | Transparent objects should be sparingly, because everything behind them must always be rendered. In addition, very large transparent objects may be sorted and drawn in the wrong order. This is caused by the fact that the Z-buffer cannot be used because it would allow another transparent object to cover the transparent object, which would not look right. Thus, the transparent elements are instead sorted by determining the distance to a point in the center, which works well as long as there are not too many large transparent objects. | ||
+ | The same applies to textures that have transparent sections. | ||
==Magic Material Names== | ==Magic Material Names== | ||
===General=== | ===General=== | ||
− | + | [[GroundMaterial]]<br> | |
− | + | WaterMaterial<br> | |
− | + | LinkMaterial For Teleporter Links<br> | |
+ | TeleMaterial For Teleporter Frame (BZFlag version 3.0) | ||
− | === | + | ===Skybox=== |
− | + | [[LeftSkyboxMaterial]]<br> | |
− | + | [[RightSkyboxMaterial]]<br> | |
− | + | [[FrontSkyboxMaterial]]<br> | |
− | + | [[BackSkyboxMaterial]]<br> | |
− | + | [[TopSkyboxMaterial]]<br> | |
− | + | [[BottomSkyboxMaterial]]<br> | |
==History== | ==History== | ||
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==Editor Support== | ==Editor Support== | ||
− | Materials are supported in [[Blender]] with [[BZWTools]], [[pyBZEdit]], and [[Wings3D]]. Materials are NOT supported in [[BZEdit]], [[BZFed]] or IBZEdit. | + | Materials are supported in [[Blender]] with [[BZWTools]], [[pyBZEdit]], and [[Wings3D]] with the [[BZW Exporter for Wings3D]]. Materials are NOT supported in [[BZEdit]], [[BZFed]] or IBZEdit. |
==A note about textures== | ==A note about textures== |