Difference between revisions of "Material"

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(Added magic material psuedodocumentation, courtesy JeffM2501)
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dyncol=specify a dynamic color. -1 for no dynamic color.
dyncol=specify a dynamic color. -1 for no dynamic color.
ambient=ambient color
ambient=ambient color
diffuse=diffuse (main) color
diffuse=diffuse (main) color (red,green,blue,alpha)
color=synonym for diffuse
color=synonym for diffuse
specular=specular color
specular=specular color

Revision as of 16:22, 13 May 2007

A material is used in a BZFlag world to define a new look for otherwise regular objects, such as meshboxes.


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

 name example_material
 texture filename
 addtexture filename
 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

Valid parameters for a Material are:

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

To actually apply a texture, you must use some sort of reference in an object, like so:

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

Magic Material Names




LeftSkyboxMaterial RightSkyboxMaterial FrontSkyboxMaterial BackSkyboxMaterial TopSkyboxMaterial BottomSkyboxMaterial


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.