mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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214 lines
11 KiB
HTML
214 lines
11 KiB
HTML
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<meta name="Generator" content="Microsoft Word 10 (filtered)">
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<title>Material Types</title>
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</head>
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<body bgcolor="white" lang="EN-US">
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<div class="Section1">
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<p class="MsoNormal" align="center" style='text-align:center'><b><span style='font-size:18.0pt'>Material Types</span></b></p>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal" align="right" style='text-align:right'>Version 1.00 <20> Friday
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13<sup>th</sup> June 2003 <20> John J Scott</p>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal">Materials are defined by .mtt files in the base/materials/
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folder. The name of the file is the name of the material (eg.
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<09>materials/sand.mtt<74> is called <20>sand<6E>).</p>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal">A .mtt file looks like this <20></p>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal"><span style='color:blue'>materialType</span></p>
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<p class="MsoNormal"><span style='color:blue'>{</span></p>
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<p class="MsoNormal"><span style='color:blue'>
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description <20>A phrase that describes
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this material type<70></span></p>
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<p class="MsoNormal"><span style='color:blue'>
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rgb
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r,g,b</span></p>
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<p class="MsoNormal"><span style='color:blue'>}</span></p>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal">The r, g and b components are defined as 0 to 255. (eg.
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255,0,0 would be bright red)</p>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal">The material type can be defined in the material in 2 ways <20></p>
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<ol style='margin-top:0cm' start="1" type="1">
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<li class="MsoNormal">
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The keyword <20>materialType<70></li>
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</ol>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal">The following material would have the material type of
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<09>concrete<74></p>
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<p class="MsoNormal"> </p>
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<p class="MsoNormal"><span style='color:blue'>textures/wall/texture</span></p>
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<p class="MsoNormal"><span style='color:blue'>{</span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>qer_editorimage<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> textures/wall/texture_d</span></p>
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<p class="MsoNormal"><span style='color:blue'> </span></p>
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<p class="MsoNormal"><b><span style='color:blue'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> materialType<70><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> concrete</span></b></p>
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<p class="MsoNormal"><span style='color:blue'> </span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>bumpmap<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> addnormals
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( textures/wall/texture_local, heightmap ( textures/wall/texture_h, 1 ) )</span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>diffusemap<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> textures/wall/texture_d</span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>specularmap<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> textures/wall/texture_s</span></p>
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<p class="MsoNormal"><span style='color:blue'>}</span></p>
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<p class="MsoNormal"><span style='color:blue'> </span></p>
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<ol style='margin-top:0cm' start="2" type="1">
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<li class="MsoNormal" style='color:black'>
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The keyword <20>materialImage<67> can be used to specify an image to indirect into.
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The rgb values in the material image are compared with the rgb values defined
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in the .mtt files to define the material type. Eg. A window frame would have
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material type wood wherever the frame was, and material type glass wherever the
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glass was.
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</li>
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</ol>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'>The following material will use
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the hit image map <20>textures/wall/texture_hit<69> to work out the material type,
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but return metal should the hit image not yield a valid material.</span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:blue'>textures/wall/texture</span></p>
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<p class="MsoNormal"><span style='color:blue'>{</span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>qer_editorimage<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> textures/wall/texture_d</span></p>
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<p class="MsoNormal"><span style='color:blue'> </span></p>
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<p class="MsoNormal"><b><span style='color:blue'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> materialType<70><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> metal</span></b></p>
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<p class="MsoNormal"><b><span style='color:blue'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> materialImage<67><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> textures/wall/texture_hit</span></b></p>
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<p class="MsoNormal"><span style='color:blue'> </span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>bumpmap<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> addnormals
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( textures/wall/texture_local, heightmap ( textures/wall/texture_h, 1 ) )</span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>diffusemap<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> textures/wall/texture_d</span></p>
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<p class="MsoNormal" style='text-indent:36.0pt'><span style='color:blue'>specularmap<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> textures/wall/texture_s</span></p>
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<p class="MsoNormal"><span style='color:blue'>}</span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'>The currently defined materials
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are <20></span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<div align="center">
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<table class="MsoTableGrid" border="1" cellspacing="0" cellpadding="0" style='border-collapse:collapse;border:none'>
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<tr>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal" align="center" style='text-align:center'><b><span style='color:black'>Material Type</span></b></p>
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</td>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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border-left:none;padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal" align="center" style='text-align:center'><b><span style='color:black'>RGB Value</span></b></p>
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</td>
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</tr>
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<tr>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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border-top:none;padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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</td>
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<td width="295" valign="top" style='width:221.4pt;border-top:none;border-left:
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none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;
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padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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</td>
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</tr>
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<tr>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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border-top:none;padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>None</span></p>
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</td>
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<td width="295" valign="top" style='width:221.4pt;border-top:none;border-left:
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none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;
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padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>0,0,0</span></p>
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</td>
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</tr>
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<tr>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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border-top:none;padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>Solidmetal</span></p>
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</td>
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<td width="295" valign="top" style='width:221.4pt;border-top:none;border-left:
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none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;
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padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>178,178,178</span></p>
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</td>
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</tr>
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<tr>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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border-top:none;padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>HollowMetal</span></p>
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</td>
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<td width="295" valign="top" style='width:221.4pt;border-top:none;border-left:
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none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;
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padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>102,102,102</span></p>
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</td>
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</tr>
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<tr>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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border-top:none;padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>Sand</span></p>
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</td>
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<td width="295" valign="top" style='width:221.4pt;border-top:none;border-left:
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none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;
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padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>255,255,0</span></p>
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</td>
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</tr>
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<tr>
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<td width="295" valign="top" style='width:221.4pt;border:solid windowtext 1.0pt;
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border-top:none;padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>Flesh</span></p>
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</td>
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<td width="295" valign="top" style='width:221.4pt;border-top:none;border-left:
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none;border-bottom:solid windowtext 1.0pt;border-right:solid windowtext 1.0pt;
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padding:0cm 5.4pt 0cm 5.4pt'>
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<p class="MsoNormal"><span style='color:black'>204,102,102</span></p>
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</td>
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</tr>
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</table>
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</div>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'>Notes -</span></p>
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<ol style='margin-top:0cm' start="1" type="1">
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<li class="MsoNormal" style='color:black'>
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There are no limits to the dimensions of the material type image. However,
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using half the width and height would be a good balance of accuracy vs. memory.
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If more accuracy is required, go up to the same size. There is no gain (and
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hence no point) in going larger than the material the hit image will be applied
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to.</li>
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<li class="MsoNormal" style='color:black'>
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If the exact rgb values are used, loading up the hit images will be quick. It
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will check for the nearest match, but this takes a little longer.</li>
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<li class="MsoNormal" style='color:black'>
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Generally, use a realistic colour for the material type. This way, the diffuse
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map will work naturally as a quick and dirty starting point. For example, flesh
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is pink so that any pink found on a hit material image will return a material
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type of flesh.</li>
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<li class="MsoNormal" style='color:black'>
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Try to keep a good separation of material type rgb values. Having two very
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close together makes the hit images harder to edit.</li>
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</ol>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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<p class="MsoNormal"><span style='color:black'> </span></p>
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</div>
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</body>
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</html>
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