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hpl3:tools:materialeditor [2012/11/23 10:47] luis [Texture Units] |
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. |