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:
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 (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
- 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
Materials were added in BZFlag 2.0.0.