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Proper Material Definitions


Ishtvan

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@Ish: What has to be done for this, exactly? I know you have a list of possible surface types somewhere, but what exactly goes in the material file?

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into the material file you put "wood" or "tile" etc (or whatever depending on the defined surface types). You put it under the surface properties, so for example:

 

textures/darkmod/mansion/wall/manwall02

 

{

 

qer_editorimage textures/darkmod/mansion/wall/manwall02.tga

diffusemap textures/darkmod/mansion/wall/manwall02.tga

specularmap textures/darkmod/mansion/wall/manwall02_s.tga

bumpmap textures/darkmod/mansion/wall/manwall02_local.tga

 

}

 

becomes

 

textures/darkmod/mansion/wall/manwall02

 

{

wood (if its wood that is)

 

qer_editorimage textures/darkmod/mansion/wall/manwall02.tga

diffusemap textures/darkmod/mansion/wall/manwall02.tga

specularmap textures/darkmod/mansion/wall/manwall02_s.tga

bumpmap textures/darkmod/mansion/wall/manwall02_local.tga

 

}

 

unless ish made a completely different way of defining them this is the way (default d3 way)

 

in regards to black models:

maybe the model surface properties point to wrong places, so lets say one uses "textures/mansion/wall/manwall02" as a material, but the new texture reorganization makes this "textures/darkmod/mansion/wall/manwall02" then it is missing the "darkmod/" and would thus be black.

 

 

Perhaps the models are pointing to images themselves rather then the material file, in which case they would not work.

 

What could also have happened is that the material file may be named the same as the texture eg:

textures/darkmod/mansion/wall/manwall02.tga is the material file and so is the texture

 

if it's none of these then its very very strange.

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See this thread in the documentation forum for the surface types:

http://forums.thedarkmod.com/index.php?showtopic=2974

 

Dram is correct for the "old" D3 surfaces. For the ones we added that were not in D3, we couldn't practically change the material parser, so we had to kind've hack them into the system. As described in the thread, for the new surfaces, you put in "surftype15" instead of "wood" and put the new material name as the first word under "description." You could do this for the old ones as well if you can't handle 2 different entry methods, but because the old surfaces get parsed to an integer, things will run somewhat faster if you do them the way Dram described.

 

I put the surface types in some of the floor textures myself, but thought it was best to leave it up to the texture artists since I don't always know what texture is supposed to be what.

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