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hpl3:engine:materials [2012/01/09 11:07]
nebej
hpl3:engine:materials [2012/04/24 12:26]
thomas [Decal]
Line 160: Line 160:
 === Detail Diffuse Map ===  === Detail Diffuse Map === 
 **Size:** NA, this is entirely up to how the texture is repeated\\ **Size:** NA, this is entirely up to how the texture is repeated\\
-**Channels:​** ​Alpha\\+**Channels:​** ​RGB\\
 **Type:** 2D\\ **Type:** 2D\\
-**File format:​** ​tgasingle channel (greyscale). (or dxt5 if mipmaps are needed!!)\\+**File format:​** ​ddsdxt1\\
 **Suffix:** “detail_diff”.\\ **Suffix:** “detail_diff”.\\
 A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\ A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\
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 === Liquid Map ===  === Liquid Map === 
-**Size:​** ​Independent,​ any\\+**Size:​** ​100% - 25%\\
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
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 === Liquid Map ===  === Liquid Map === 
-**Size:​** ​Independent,​ any\\+**Size:​** ​100% - 25%\\
 **Channels:​** G and Alpha (must use special exporter for this!)\\ **Channels:​** G and Alpha (must use special exporter for this!)\\
 **Type:** 2D\\ **Type:** 2D\\
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 === Variables === === Variables ===
  
-**HeightMapScale**\\ +**HeightMapScale** ​The scale of the height map.\\ 
-The scale of the height map.+**HeightMapBias** | Not used.\\
  
-**HeightMapBias**\\ +**FrenselBias** | Not used.\\ 
-Not used.+**FrenselPow** | Not used.\\
  
-**FrenselBias**\\ +**DetailUvMul** | The amount the UV maps are multiplied with. The higer the more the detail maps are repeated\\ 
-Not used. +**DetailWeight** | Weight for the diffuse detailValid values: 0 - 2.0\\ 
- +**DetailFadeStart** | When the details start fading out.\\ 
-**FrenselPow**\\ +**DetailFadeEnd** | When details have completely faded out\\
-Not used.+
  
 === Diffuse Map === === Diffuse Map ===
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 **Suffix:** “height”.\\ **Suffix:** “height”.\\
 Height map is more like a depth map actually. White = largest depth, Black = no depth and this is important to remember when creating it.  Height map is more like a depth map actually. White = largest depth, Black = no depth and this is important to remember when creating it. 
 +
 +=== Detail Diffuse ===
 +**Size:** NA, this is entirely up to how the texture is repeated\\
 +**Channels:​** RGB\\
 +**Type:** 2D\\
 +**File format:** dds, dxt1\\
 +**Suffix:** “detail_diff”.\\
 +A detail map is special in that it uses differnt UV coordinates from the rest of the textures (see variables). This map blends with the diffuse and specular (each according to weights, see variables section). The way it mixes, Grey (127) means that nothing is changed, darker (126 or below) makes the result darker, and brighter (128 or above) makes the result brighter).\\
 +There is a variable for fading this out at a distance, but in some special cases this might not look good. In that case use dxt5 and have custom mipmaps that fade to gray in an appropriate way. Only use this if really needed though!
 +
  
 ---- ----
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 If the water will cover a large surface and will need special sorting when rendering other transperant objects If the water will cover a large surface and will need special sorting when rendering other transperant objects
  
 +**HasVertexWaves"​**\\
 +If the vertices are animated.
 +
 +**VertexWaveSpeed**\\
 +The speed of the vertex waves.
 +
 +**VertexWaveAmplitude**\\
 +The size of the vertex waves.
 +
 +**VertexWaveFreq**\\
 +The frequency of the vertex waves.
 +
 +**FadeWhenShallowMul**\\
 +This determines when the water should start fading when in shallow water. In meters.
 +
 +**FadeWhenShallowPow**\\
 +How fast the shallow water drops off, higher means faster, lower means slower.
  
 === Blend Modes === === Blend Modes ===
hpl3/engine/materials.txt · Last modified: 2012/10/09 08:39 by thomas