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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
  • 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


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.