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hpl3:tools:materialeditor [2012/11/23 09:06]
luis
hpl3:tools:materialeditor [2012/12/07 15:39] (current)
luis [General Settings]
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     * **Material Type**: This combo box will show the available engine material types. Currently these are:     * **Material Type**: This combo box will show the available engine material types. Currently these are:
-      * [[hpl3:tools:materialeditor_mattype_decal|Decal]]: set this type when you want to create a material to be used by regular decals. +      * [[hpl3:engine:materials#​decal|Decal]]: set this type when you want to create a material to be used by regular decals. 
-      * [[hpl3:tools:materialeditor_mattype_projecteduv|ProjectedUV]]:​ this material type does a normal projection of textures over objects. +      * [[hpl3:engine:materials#​projecteduv|ProjectedUV]]:​ this material type does a normal projection of textures over objects. 
-      * [[hpl3:tools:materialeditor_mattype_soliddiffuse|Soliddifuse]]:​ use this for your regular solid objects. +      * [[hpl3:engine:materials#​soliddiffuse|Soliddifuse]]:​ use this for your regular solid objects. 
-      * [[hpl3:tools:materialeditor_mattype_terrain|Terrain]]: this type applies to the materials you will paint on a terrain. +      * [[hpl3:engine:materials#​terrain|Terrain]]: this type applies to the materials you will paint on a terrain. 
-      * [[hpl3:tools:materialeditor_mattype_terraindecal|Terraindecal]]:​ special type of material only to be used by terrain decals. +      * [[hpl3:engine:materials#​terraindecal|Terraindecal]]:​ special type of material only to be used by terrain decals. 
-      * [[hpl3:tools:materialeditor_mattype_translucent|Translucent]]:​ for non opaque objects. +      * [[hpl3:engine:materials#​translucent|Translucent]]:​ for non opaque objects. 
-      * [[hpl3:tools:materialeditor_mattype_water|Water]]: to simulate liquid objects.+      * [[hpl3:engine:materials#​water|Water]]: to simulate liquid objects.
     * **Depth Test**: if the material should be affected by depth test.     * **Depth Test**: if the material should be affected by depth test.
     * **Blend mode**: blending mode to be used by the material.     * **Blend mode**: blending mode to be used by the material.
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     * **Available Texture Units**: here we will see a list of the texture units that this material can use. If you want a material to use a determinate unit, you need to enable it in this list. To do so, just check the box right at the side of it. Each type of material will show its own set of units, see each material type for details.     * **Available Texture Units**: here we will see a list of the texture units that this material can use. If you want a material to use a determinate unit, you need to enable it in this list. To do so, just check the box right at the side of it. Each type of material will show its own set of units, see each material type for details.
-      ​ 
     * **Texture Unit Panels**: here we will see details for every texture unit that we have enabled from the available units listing. Along with a thumbnail, we will have the following inputs:     * **Texture Unit Panels**: here we will see details for every texture unit that we have enabled from the available units listing. Along with a thumbnail, we will have the following inputs:
       * **File**: texture file for the unit. Must be in a valid format (jpg, png, bmp…)       * **File**: texture file for the unit. Must be in a valid format (jpg, png, bmp…)
hpl3/tools/materialeditor.1353661572.txt.gz · Last modified: 2012/11/23 09:06 by luis