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