parent
9053026441
commit
6eb958f358
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@ -54,6 +54,9 @@ def _read_material_props_rendertype(props) -> Rendertype:
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return _RENDERTYPES_MAPPING[props.rendertype]
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return _RENDERTYPES_MAPPING[props.rendertype]
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def _read_material_props_flags(props) -> MaterialFlags:
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def _read_material_props_flags(props) -> MaterialFlags:
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if "REFRACTION" in props.rendertype:
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return MaterialFlags.BLENDED_TRANSPARENCY
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flags = MaterialFlags.NONE
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flags = MaterialFlags.NONE
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if props.blended_transparency:
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if props.blended_transparency:
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@ -3,23 +3,19 @@
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import bpy
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import bpy
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from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatVectorProperty, IntProperty
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from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatVectorProperty, IntProperty
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from bpy.types import PropertyGroup
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from bpy.types import PropertyGroup
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from .msh_material_ui_strings import *
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UI_MATERIAL_RENDERTYPES = (
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UI_MATERIAL_RENDERTYPES = (
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('NORMAL_BF2', "00 Normal (SWBF2)", "Normal Material. Unlike you there is nothing inherently awesome "
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('NORMAL_BF2', "00 Normal (SWBF2)", UI_RENDERTYPE_NORMAL_BF2_DESC),
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"about this material. By default it has per-vertex diffuse "
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('SCROLLING_BF2', "03 Scrolling (SWBF2)", UI_RENDERTYPE_SCROLLING_BF2_DESC),
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"lighting and can also have a detail map."),
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('ENVMAPPED_BF2', "06 Envmapped (SWBF2)", UI_RENDERTYPE_ENVMAPPED_BF2_DESC),
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('SCROLLING_BF2', "03 Scrolling (SWBF2)", "Scrolling Material"),
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('ANIMATED_BF2', "07 Animated (SWBF2)", UI_RENDERTYPE_ANIMATED_BF2_DESC),
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('ENVMAPPED_BF2', "06 Envmapped (SWBF2)", "Envmapped Material"),
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('REFRACTION_BF2', "22 Refractive (SWBF2)", UI_RENDERTYPE_REFRACTION_BF2_DESC),
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('ANIMATED_BF2', "07 Animated (SWBF2)", "Animated Material"),
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('BLINK_BF2', "25 Blink (SWBF2)", UI_RENDERTYPE_BLINK_BF2_DESC),
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('REFRACTION_BF2', "22 Refractive (SWBF2)", "Refractive Material"),
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('NORMALMAPPED_TILED_BF2', "24 Normalmapped Tiled (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_BF2_DESC),
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('BLINK_BF2', "25 Blink (SWBF2)", "Blinking Material\n\n"
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('NORMALMAPPED_ENVMAPPED_BF2', "26 Normalmapped Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_ENVMAPPED_BF2_DESC),
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"Note: If you see any statues while using this material you "
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('NORMALMAPPED_BF2', "27 Normalmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_BF2_DESC),
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"are advised **not** to blink (or take your eyes off the statue under any circumstances) "
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('NORMALMAPPED_TILED_ENVMAPPED_BF2', "29 Normalmapped Tiled Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_ENVMAPPED_BF2_DESC))
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"and immediately make your way to a crowded public space."),
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('NORMALMAPPED_TILED_BF2', "24 Normalmapped Tiled (SWBF2)", "Normalmapped Tiled Material"),
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('NORMALMAPPED_ENVMAPPED_BF2', "26 Normalmapped Envmapped (SWBF2)", "Normalmapped Envmapped Material"),
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('NORMALMAPPED_BF2', "27 Normalmapped (SWBF2)", "Normalmapped Material"),
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('NORMALMAPPED_TILED_ENVMAPPED_BF2', "26 Normalmapped Tiled Envmapped (SWBF2)", "Normalmapped Tiled Envmapped Material"))
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def _make_anim_length_entry(length):
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def _make_anim_length_entry(length):
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from math import sqrt
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from math import sqrt
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@ -86,23 +82,20 @@ class MaterialProperties(PropertyGroup):
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default=False)
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default=False)
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perpixel: BoolProperty(name="Per-Pixel Lighting",
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perpixel: BoolProperty(name="Per-Pixel Lighting",
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description="Use per-pixel lighting instead of per-vertex for diffuse lighting. "
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description="Use per-pixel lighting instead of per-vertex for diffuse lighting.",
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"Be warned due to the way SWBFII handles per-pixel lighting this "
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"adds an extra draw call for each segment using the material.",
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default=False)
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default=False)
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specular: BoolProperty(name="Specular Lighting",
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specular: BoolProperty(name="Specular Lighting",
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description="Use specular lighting as well as diffuse lighting. A gloss map "
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description="Use specular lighting as well as diffuse lighting. A gloss map "
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"In the diffuse map's and normal map's alpha channel can be used "
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"in the diffuse map's and normal map's alpha channel can be used "
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"to attenuate the specular lighting's strength. (More transparent = less strong).\n\n"
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"to attenuate the specular lighting's strength. (More transparent = less strong).\n\n"
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"The Specular Colour controls the colour of the reflected specular highlights, "
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"Be warned due to the way SWBFII handles specular lighting this "
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"like the diffuse map but for specular lighting and global across the material.",
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"adds an extra draw call for each segment using the material.",
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default=False)
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default=False)
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doublesided: BoolProperty(name="Doublesided",
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doublesided: BoolProperty(name="Doublesided",
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description="Disable backface culling, "
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description="Disable backface culling, causing both sides of the surface to be drawn. "
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"causing both sides of the material to be rasterized.",
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"Usually only the front facing surface is drawn.",
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default=False)
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default=False)
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detail_map_tiling_u: IntProperty(name="Detail Map Tiling U",
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detail_map_tiling_u: IntProperty(name="Detail Map Tiling U",
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@ -205,6 +198,7 @@ class MaterialPropertiesPanel(bpy.types.Panel):
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layout.prop(material_props, "rendertype")
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layout.prop(material_props, "rendertype")
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layout.prop(material_props, "specular_color")
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layout.prop(material_props, "specular_color")
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if "REFRACTION" not in material_props.rendertype:
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layout.label(text="Transparency Flags: ")
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layout.label(text="Transparency Flags: ")
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row = layout.row()
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row = layout.row()
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row.prop(material_props, "blended_transparency")
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row.prop(material_props, "blended_transparency")
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@ -220,7 +214,6 @@ class MaterialPropertiesPanel(bpy.types.Panel):
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row.prop(material_props, "specular")
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row.prop(material_props, "specular")
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layout.prop(material_props, "doublesided")
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layout.prop(material_props, "doublesided")
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if "REFRACTION" not in material_props.rendertype:
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layout.label(text="Material Data: ")
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layout.label(text="Material Data: ")
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row = layout.row()
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row = layout.row()
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@ -237,7 +230,7 @@ class MaterialPropertiesPanel(bpy.types.Panel):
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elif "NORMALMAPPED_TILED" in material_props.rendertype:
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elif "NORMALMAPPED_TILED" in material_props.rendertype:
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row.prop(material_props, "normal_map_tiling_u")
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row.prop(material_props, "normal_map_tiling_u")
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row.prop(material_props, "normal_map_tiling_v")
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row.prop(material_props, "normal_map_tiling_v")
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elif "REFRACTION" not in material_props.rendertype:
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else:
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row.prop(material_props, "detail_map_tiling_u")
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row.prop(material_props, "detail_map_tiling_u")
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row.prop(material_props, "detail_map_tiling_v")
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row.prop(material_props, "detail_map_tiling_v")
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@ -0,0 +1,106 @@
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""" UI strings that are too long to have in msh_materials_properties.py """
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UI_RENDERTYPE_DETAIL_MAP_DESC = \
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"Can optionally have a Detail Map."
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UI_RENDERTYPE_DETAIL_MAP_TILING_DESC = \
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"Tiling for the detail map can specified " \
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"with Detail Map Tiling U and Detail Map Tiling V."
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UI_RENDERTYPE_ENV_MAP_DESC = \
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"Uses an Environment Map to show reflections on the model. " \
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"Useful for anything you want to look reflective or metallic." \
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"\n\n" \
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"The reflections from the Environment Map are affected by " \
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"Specular Colour. And if Specular Material Flag is checked then " \
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"reflections will be affected by the Gloss Map."
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UI_RENDERTYPE_NORMAL_MAP_DESC = \
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"Enables the use of a Normal Map with the material."
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UI_RENDERTYPE_NORMAL_MAP_TILING_DESC = \
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"Tiling for the normal map can be controlled with Normal Map " \
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"Tiling U and Normal Map Tiling V."
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UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC = \
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"This rendertype also enables per-pixel lighting."
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UI_RENDERTYPE_NORMAL_BF2_DESC = f"""\
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Basic material.
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{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
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"""
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UI_RENDERTYPE_SCROLLING_BF2_DESC = f"""\
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Like Normal except the textures have scrolling. Useful for water, monitors with scrolling content, interlaced holograms, etc.
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Scroll speed and direction is specified with Scroll Speed U and Scroll Speed V.
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{UI_RENDERTYPE_DETAIL_MAP_DESC} The Detail Map will not be affected by scrolling.
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"""
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UI_RENDERTYPE_ENVMAPPED_BF2_DESC = f"""\
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{UI_RENDERTYPE_ENV_MAP_DESC}
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{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
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"""
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UI_RENDERTYPE_ANIMATED_BF2_DESC = f"""\
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Use an animated texture. The animation's frames should be packed into NxN squares where N is the square root of the number of frames in the animation. So a 25 frame animation should be packed into 5x5 squares in the Diffuse Map.
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Set frame count with Animation Length and frame rate with Animation Speed.
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{UI_RENDERTYPE_DETAIL_MAP_DESC} The Detail Map will not be subject to animation.
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"""
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UI_RENDERTYPE_REFRACTION_BF2_DESC = f"""\
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Distorts/refracts the scene behind the material.
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The Diffuse Map's alpha channel controls the visibility of the scene while the Distortion Map controls the distortion.
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When distortion is not needed but transparency is the Normal rendertype should be used as this one comes at a performance cost.
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"""
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UI_RENDERTYPE_BLINK_BF2_DESC = f"""\
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Oscillates the diffuse strength of the material between full strength and a supplied strength.
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Blink Minimum Brightness sets the strength of the material's diffuse at the bottom of the "blink". Blink Speed sets the speed of the blinking.
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{UI_RENDERTYPE_DETAIL_MAP_DESC}
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"""
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UI_RENDERTYPE_NORMALMAPPED_BF2_DESC = f"""\
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{UI_RENDERTYPE_NORMAL_MAP_DESC}
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{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
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{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
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"""
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UI_RENDERTYPE_NORMALMAPPED_TILED_BF2_DESC = f"""\
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{UI_RENDERTYPE_NORMAL_MAP_DESC} {UI_RENDERTYPE_NORMAL_MAP_TILING_DESC}
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{UI_RENDERTYPE_DETAIL_MAP_DESC}
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{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
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"""
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UI_RENDERTYPE_NORMALMAPPED_ENVMAPPED_BF2_DESC = f"""\
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{UI_RENDERTYPE_NORMAL_MAP_DESC}
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{UI_RENDERTYPE_ENV_MAP_DESC}
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{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
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{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
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"""
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UI_RENDERTYPE_NORMALMAPPED_TILED_ENVMAPPED_BF2_DESC = f"""\
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{UI_RENDERTYPE_NORMAL_MAP_DESC} {UI_RENDERTYPE_NORMAL_MAP_TILING_DESC}
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{UI_RENDERTYPE_ENV_MAP_DESC}
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{UI_RENDERTYPE_DETAIL_MAP_DESC}
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{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
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"""
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After Width: | Height: | Size: 51 KiB |
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@ -0,0 +1,156 @@
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## Collision Primitives
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Collision primitives are the game's (according to the docs) lightweight method of adding collision to an
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object and are preferred to collision meshes where reasonable.
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> TODO: Finish writing this section.
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## Materials
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Since Blender's sophisticated materials are a poor fit for what .msh files can represent the addon defines
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custom properties for representing .msh materials. It then exposes these through a UI panel under Blender's
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Material context.
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![.msh Material Panel](images/materials.png)
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> TODO: Explain why some .msh rendertypes were left out of the addon. (The short answer is they're either redundant or outright unused.)
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> TODO: Document what rendertypes/flags are multipass and cause the model to be drawn more than once. And explain the implications of that.
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### Materials.Rendertype
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Rendertypes in .msh materials confer unique information about how the material. Such as
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if the materials textures scroll or if the material has an environment map.
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> One could argue that "rendertype" should be stylized as "render type". I thought about that and decided I'd rather spend time writing the addon than thinking about that.
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#### Materials.Rendertype.Normal (SWBF2)
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Basic material.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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#### Materials.Rendertype.Scrolling (SWBF2)
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Like Normal except the textures have scrolling. Useful for water, monitors with scrolling content, interlaced holograms, etc.
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Scroll speed and direction is specified with Scroll Speed U and Scroll Speed V.
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Can optionally have a Detail Map. The Detail Map will not be affected by scrolling.
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#### Materials.Rendertype.Envmapped (SWBF2)
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Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
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metallic.
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The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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#### Materials.Rendertype.Animated (SWBF2)
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Use an animated texture. The animation's frames should be packed into NxN squares where N is the square root of the number of frames in the animation. So a 25 frame animation should be packed into 5x5 squares in the Diffuse Map.
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Set frame count with Animation Length and frame rate with Animation Speed.
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Can optionally have a Detail Map. The Detail Map will not be subject to animation.
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#### Materials.Rendertype.Refraction (SWBF2)
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Distorts/refracts the scene behind the material.
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The Diffuse Map's alpha channel controls the visibility of the scene while the Distortion Map controls the distortion.
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When distortion is not needed but transparency is the Normal rendertype should be used as this one comes at a performance cost.
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The Material Flags are not exposed by the addon for this rendertype as most are unsupported by it. The Blended Transparency flag is supported and **required** but is set automatically by the addon.
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#### Materials.Rendertype.Blink (SWBF2)
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Oscillates the diffuse strength of the material between full strength and a supplied strength.
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Blink Minimum Brightness sets the strength of the material's diffuse at the bottom of the "blink". Blink Speed sets the speed of the blinking.
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Can optionally have a Detail Map.
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#### Materials.Rendertype.Normalmapped (SWBF2)
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Enables the use of a Normal Map with the material.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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This rendertype also enables per-pixel lighting.
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#### Materials.Rendertype.Normalmapped Tiled (SWBF2)
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Enables the use of a Normal Map with the material. Tiling for the normal map can be controlled with Normal Map Tiling U and Normal Map Tiling V.
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Can optionally have a Detail Map.
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This rendertype also enables per-pixel lighting.
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#### Materials.Rendertype.Normalmapped Envmapped (SWBF2)
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Enables the use of a Normal Map with the material.
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Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
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metallic.
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The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
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Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
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This rendertype also enables per-pixel lighting.
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#### Materials.Rendertype.Normalmapped Envmapped (SWBF2)
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Enables the use of a Normal Map with the material. Tiling for the normal map can be controlled with Normal Map Tiling U and Normal Map Tiling V
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Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
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metallic.
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The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
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Can optionally have a Detail Map.
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This rendertype also enables per-pixel lighting.
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### Materials.Transparency Flags
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> TODO: Improve this section.
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#### Materials.Transparency Flags.Blended
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Regular alpha blended transparency.
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#### Materials.Transparency Flags.Additive
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|
Additive transparency, objects behind the material will appear brighter because the material will be "added" on top of the scene.
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> TODO: Explain the difference between Blended + Additive vs just Additive
|
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#### Materials.Transparency Flags.Hardedged
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|
Hardedged/alpha cutout/clip transparency. Any point on the material with an alpha value below the threshold of 0.5/0x80/128 will be discarded. Useful for leaves, flowers, wire fences and all sorts.
|
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|
### Materials.Flags
|
||||||
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||||||
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#### Materials.Flags.Unlit
|
||||||
|
Makes the material unlit/emissive. Useful for anything that is meant to be giving light but not reflecting any/much.
|
||||||
|
|
||||||
|
#### Materials.Flags.Glow
|
||||||
|
Same as 'Unlit' but also enables the use of a Glow Map in the diffuse texture's alpha channel. The material will be significantly significantly brightened based on how opaque the glowmap is.
|
||||||
|
|
||||||
|
#### Materials.Flags.Per-Pixel Lighting
|
||||||
|
Calculate lighting per-pixel instead of per-vertex for diffuse lighting.
|
||||||
|
|
||||||
|
#### Materials.Flags.Specular Lighting
|
||||||
|
Use specular lighting as well as diffuse lighting. A Gloss Map in the diffuse map's and normal map's alpha channel can be used to attenuate the specular lighting's strength. (More transparent = less strong).
|
||||||
|
|
||||||
|
The Specular Colour controls the colour of the reflected specular highlights, like the diffuse map but for specular lighting and global across the material.
|
||||||
|
|
||||||
|
#### Materials.Flags.Doublesided
|
||||||
|
Disable backface culling, causing both sides of the surface to be drawn. Usually only the front facing surface is drawn.
|
||||||
|
|
||||||
|
### Materials.Data
|
||||||
|
> TODO: Write this section
|
||||||
|
|
||||||
|
### Materials.Texture Maps
|
||||||
|
> TODO: Write this section
|
||||||
|
|
||||||
|
### Materials.Rendertypes Table
|
||||||
|
| Rendertype | `ATRB` Data0 | `ATRB` Data1 | `ATRB` Number | `ATRB` Number Hex |
|
||||||
|
| ------------------------------------ |:------------------------:|:-------------------:|:-------------:| -----------------:|
|
||||||
|
| Normal (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 00 | 00 |
|
||||||
|
| Scrolling (SWBF2) | Scroll Speed U | Scroll Speed V | 03 | 03 |
|
||||||
|
| Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 06 | 06 |
|
||||||
|
| Animated (SWBF2) | Animation Length | Animation Speed | 07 | 07 |
|
||||||
|
| Refractive (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 22 | 16 |
|
||||||
|
| Normalmapped Tiled (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 24 | 18 |
|
||||||
|
| Blink (SWBF2) | Blink Minimum Brightness | Blink Speed | 25 | 19 |
|
||||||
|
| Normalmapped Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 26 | 1A |
|
||||||
|
| Normalmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 27 | 1B |
|
||||||
|
| Normalmapped Tiled Envmapped (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 29 | 1D |
|
Loading…
Reference in New Issue