more docs works
This commit is contained in:
parent
6eb958f358
commit
ac1a93b7a4
|
@ -99,25 +99,25 @@ class MaterialProperties(PropertyGroup):
|
|||
default=False)
|
||||
|
||||
detail_map_tiling_u: IntProperty(name="Detail Map Tiling U",
|
||||
description="Tiling of the detail map in the U direction. (0 = no tiling).",
|
||||
description="Tiling of the Detail Map in the U direction. (0 = no tiling).",
|
||||
default=0,
|
||||
min=0, max=255,
|
||||
soft_min=0, soft_max=255)
|
||||
|
||||
detail_map_tiling_v: IntProperty(name="Detail Map Tiling V",
|
||||
description="Tiling of the detail map in the V direction. (0 = no tiling).",
|
||||
description="Tiling of the Detail Map in the V direction. (0 = no tiling).",
|
||||
default=0,
|
||||
min=0, max=255,
|
||||
soft_min=0, soft_max=255)
|
||||
|
||||
normal_map_tiling_u: IntProperty(name="Normal Map Tiling U",
|
||||
description="Tiling of the normal map in the U direction. (0 = no tiling).",
|
||||
description="Tiling of the Normal Map in the U direction. (0 = no tiling).",
|
||||
default=0,
|
||||
min=0, max=255,
|
||||
soft_min=0, soft_max=255)
|
||||
|
||||
normal_map_tiling_v: IntProperty(name="Normal Map Tiling V",
|
||||
description="Tiling of the normal map in the V direction. (0 = no tiling).",
|
||||
description="Tiling of the Normal Map in the V direction. (0 = no tiling).",
|
||||
default=0,
|
||||
min=0, max=255,
|
||||
soft_min=0, soft_max=255)
|
||||
|
@ -159,7 +159,7 @@ class MaterialProperties(PropertyGroup):
|
|||
|
||||
diffuse_map: StringProperty(name="Diffuse Map",
|
||||
description="The basic diffuse map for the material. The alpha channel "
|
||||
"is either the transparency map, glow map or gloss map, "
|
||||
"is either the Transparency Map, Glow Map or Gloss Map, "
|
||||
"depending on the selected rendertype and flags.",
|
||||
default="white.tga")
|
||||
|
||||
|
@ -171,7 +171,7 @@ class MaterialProperties(PropertyGroup):
|
|||
normal_map: StringProperty(name="Normal Map",
|
||||
description="Normal maps can provide added detail from lighting. "
|
||||
"If Specular is enabled the alpha channel will be "
|
||||
"the gloss map.")
|
||||
"the Gloss Map.")
|
||||
|
||||
environment_map: StringProperty(name="Environment Map",
|
||||
description="Environment map for the material. Provides static "
|
||||
|
|
|
@ -12,6 +12,7 @@ Material context.
|
|||
![.msh Material Panel](images/materials.png)
|
||||
|
||||
> TODO: Explain why some .msh rendertypes were left out of the addon. (The short answer is they're either redundant or outright unused.)
|
||||
|
||||
> TODO: Document what rendertypes/flags are multipass and cause the model to be drawn more than once. And explain the implications of that.
|
||||
|
||||
### Materials.Rendertype
|
||||
|
@ -122,7 +123,9 @@ Hardedged/alpha cutout/clip transparency. Any point on the material with an alph
|
|||
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.
|
||||
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 Glow Map is.
|
||||
|
||||
Note that despite the name this doesn't automatically create "glowing" materials. What it does do is let you brighten a material enough so that it'll pass the game's bloom threshold (which is set by the map) and then the bloom effect will cause it to "glow".
|
||||
|
||||
#### Materials.Flags.Per-Pixel Lighting
|
||||
Calculate lighting per-pixel instead of per-vertex for diffuse lighting.
|
||||
|
@ -136,21 +139,102 @@ The Specular Colour controls the colour of the reflected specular highlights, li
|
|||
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.Data.Detail Map Tiling U
|
||||
Tiling of the Detail Map in the U direction. A value of 0 is valid and means no tiling.
|
||||
|
||||
#### Materials.Data.Detail Map Tiling V
|
||||
Tiling of the Detail Map in the V direction. A value of 0 is valid and means no tiling.
|
||||
|
||||
#### Materials.Data.Normal Map Tiling U
|
||||
Tiling of the Normal Map in the U direction. A value of 0 is valid and means no tiling.
|
||||
|
||||
#### Materials.Data.Normal Map Tiling V
|
||||
Tiling of the Normal Map in the V direction. A value of 0 is valid and means no tiling.
|
||||
|
||||
#### Materials.Data.Scroll Speed U
|
||||
Texture scroll speed in the U direction.
|
||||
|
||||
#### Materials.Data.Scroll Speed V
|
||||
Texture scroll speed in the V direction.
|
||||
|
||||
#### Materials.Data.Animation Length
|
||||
Number of frames in the texture animation.
|
||||
|
||||
Valid Values
|
||||
| | | | | | | | |
|
||||
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|
||||
| 1 | 4 | 9 | 16 | 25 | 36 | 49 | 64 |
|
||||
| 81 | 100 | 121 | 144 | 169 | 196 | 225 | |
|
||||
|
||||
#### Materials.Data.Animation Speed
|
||||
Animation speed in frames per second.
|
||||
|
||||
#### Materials.Data.Blink Minimum Brightness
|
||||
Sets the strength of the material's diffuse at the bottom of the "blink".
|
||||
|
||||
#### Materials.Data.Blink Speed
|
||||
Speed of blinking, higher is faster.
|
||||
|
||||
### 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 |
|
||||
#### Materials.Texture Maps.Diffuse Map
|
||||
The basic diffuse map for the material. The alpha channel is either the Transparency Map, Glow Map or Gloss Map, depending on the selected rendertype and flags.
|
||||
|
||||
#### Materials.Texture Maps.Detail Map
|
||||
Detail maps allow you to add in 'detail' to the Diffuse Map at runtime.
|
||||
|
||||
Or they can be used as fake ambient occlusion maps or even wacky emissive maps.
|
||||
|
||||
See Appendix Detail Map Blending for a rundown of the details of how they're blended in
|
||||
with the Diffuse Map.
|
||||
|
||||
#### Materials.Texture Maps.Normal Map
|
||||
Normal maps can provide added detail from lighting. They work much the same way as in any other game/application that uses Tangent Space Normal Maps. See Appendix Normal Map Example if you require a rundown of Normal Maps.
|
||||
|
||||
If Specular is enabled the alpha channel will be the Gloss Map.
|
||||
|
||||
#### Materials.Texture Maps.Environment Map
|
||||
Environment map for the material. Used to provide static reflections for the model. Must be a cubemap, see Appendix Cubemap Layout.
|
||||
|
||||
#### Materials.Texture Maps.Distortion Map
|
||||
Distortion maps control how Refractive materials distort the scene behind them. Should be a Normal Map with '-forceformat v8u8' in it's '.tga.option' file. See Appendix .tga.option Files.
|
||||
|
||||
## Appendices
|
||||
|
||||
### Appendix Detail Map Blending
|
||||
|
||||
> TODO: Write this section (with pretty pictures).
|
||||
|
||||
### Appendix Normal Map Example
|
||||
|
||||
> TODO: Write this section (with pretty pictures).
|
||||
|
||||
### Appendix Cubemap Layout
|
||||
|
||||
> TODO: Write this section (with layout reference).
|
||||
|
||||
### Appendix .msh.option Files
|
||||
|
||||
> TODO: Should this section exist?
|
||||
|
||||
> TODO: Write this section.
|
||||
|
||||
### Appendix .tga.option Files
|
||||
|
||||
> TODO: Write this section.
|
||||
|
||||
### Appendix Rendertypes Table
|
||||
| Rendertype | `ATRB` Data0 | `ATRB` Data1 | `ATRB` Number | `ATRB` Number Hex | `TX0D` | `TX1D` | `TX2D` | `TX3D` |
|
||||
| ------------------------------------ |:------------------------:|:-------------------:|:-------------:|:-----------------:|:-----------:|:--------------:|:----------:| ---------------:|
|
||||
| Normal (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 00 | 00 | Diffuse Map | | Detail Map | |
|
||||
| Scrolling (SWBF2) | Scroll Speed U | Scroll Speed V | 03 | 03 | Diffuse Map | | Detail Map | |
|
||||
| Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 06 | 06 | Diffuse Map | | Detail Map | Environment Map |
|
||||
| Animated (SWBF2) | Animation Length | Animation Speed | 07 | 07 | Diffuse Map | | Detail Map | |
|
||||
| Refractive (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 22 | 16 | Diffuse Map | Distortion Map | | |
|
||||
| Normalmapped Tiled (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 24 | 18 | Diffuse Map | Normal Map | Detail Map | |
|
||||
| Blink (SWBF2) | Blink Minimum Brightness | Blink Speed | 25 | 19 | Diffuse Map | | Detail Map | |
|
||||
| Normalmapped Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 26 | 1A | Diffuse Map | Normal Map | Detail Map | Environment Map |
|
||||
| Normalmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 27 | 1B | Diffuse Map | Normal Map | Detail Map | |
|
||||
| Normalmapped Tiled Envmapped (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 29 | 1D | Diffuse Map | Normal Map | Detail Map | Environment Map |
|
||||
|
||||
|
|
Loading…
Reference in New Issue