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Material
From BZFlagWiki
Revision as of 19:15, 23 June 2007 by 88.108.141.173 (Talk)
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:
name | name for reference |
texture | set the texture (must be .png but don't include the extension) |
addtexture | add a texture (again, no extension is needed) |
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 |
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:
meshbox position 0 0 10 rotation 0 size 10 10 5 matref example_material end |
Magic Material Names
General
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.