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@ -99,25 +99,25 @@ class MaterialProperties(PropertyGroup):
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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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description="Tiling of the detail map in the U direction. (0 = no tiling).",
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description="Tiling of the Detail Map in the U direction. (0 = no tiling).",
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default=0,
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default=0,
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min=0, max=255,
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min=0, max=255,
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soft_min=0, soft_max=255)
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soft_min=0, soft_max=255)
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detail_map_tiling_v: IntProperty(name="Detail Map Tiling V",
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detail_map_tiling_v: IntProperty(name="Detail Map Tiling V",
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description="Tiling of the detail map in the V direction. (0 = no tiling).",
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description="Tiling of the Detail Map in the V direction. (0 = no tiling).",
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default=0,
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default=0,
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min=0, max=255,
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min=0, max=255,
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soft_min=0, soft_max=255)
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soft_min=0, soft_max=255)
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normal_map_tiling_u: IntProperty(name="Normal Map Tiling U",
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normal_map_tiling_u: IntProperty(name="Normal Map Tiling U",
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description="Tiling of the normal map in the U direction. (0 = no tiling).",
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description="Tiling of the Normal Map in the U direction. (0 = no tiling).",
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default=0,
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default=0,
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min=0, max=255,
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min=0, max=255,
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soft_min=0, soft_max=255)
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soft_min=0, soft_max=255)
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normal_map_tiling_v: IntProperty(name="Normal Map Tiling V",
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normal_map_tiling_v: IntProperty(name="Normal Map Tiling V",
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description="Tiling of the normal map in the V direction. (0 = no tiling).",
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description="Tiling of the Normal Map in the V direction. (0 = no tiling).",
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default=0,
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default=0,
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min=0, max=255,
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min=0, max=255,
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soft_min=0, soft_max=255)
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soft_min=0, soft_max=255)
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@ -159,7 +159,7 @@ class MaterialProperties(PropertyGroup):
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diffuse_map: StringProperty(name="Diffuse Map",
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diffuse_map: StringProperty(name="Diffuse Map",
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description="The basic diffuse map for the material. The alpha channel "
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description="The basic diffuse map for the material. The alpha channel "
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"is either the transparency map, glow map or gloss map, "
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"is either the Transparency Map, Glow Map or Gloss Map, "
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"depending on the selected rendertype and flags.",
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"depending on the selected rendertype and flags.",
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default="white.tga")
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default="white.tga")
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@ -171,7 +171,7 @@ class MaterialProperties(PropertyGroup):
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normal_map: StringProperty(name="Normal Map",
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normal_map: StringProperty(name="Normal Map",
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description="Normal maps can provide added detail from lighting. "
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description="Normal maps can provide added detail from lighting. "
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"If Specular is enabled the alpha channel will be "
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"If Specular is enabled the alpha channel will be "
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"the gloss map.")
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"the Gloss Map.")
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environment_map: StringProperty(name="Environment Map",
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environment_map: StringProperty(name="Environment Map",
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description="Environment map for the material. Provides static "
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description="Environment map for the material. Provides static "
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@ -12,6 +12,7 @@ Material context.
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![.msh Material Panel](images/materials.png)
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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: 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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> 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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### Materials.Rendertype
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@ -122,7 +123,9 @@ Hardedged/alpha cutout/clip transparency. Any point on the material with an alph
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Makes the material unlit/emissive. Useful for anything that is meant to be giving light but not reflecting any/much.
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Makes the material unlit/emissive. Useful for anything that is meant to be giving light but not reflecting any/much.
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#### Materials.Flags.Glow
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#### Materials.Flags.Glow
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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.
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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.
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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".
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#### Materials.Flags.Per-Pixel Lighting
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#### Materials.Flags.Per-Pixel Lighting
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Calculate lighting per-pixel instead of per-vertex for diffuse lighting.
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Calculate lighting per-pixel instead of per-vertex for diffuse lighting.
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@ -136,21 +139,102 @@ The Specular Colour controls the colour of the reflected specular highlights, li
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Disable backface culling, causing both sides of the surface to be drawn. Usually only the front facing surface is drawn.
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Disable backface culling, causing both sides of the surface to be drawn. Usually only the front facing surface is drawn.
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### Materials.Data
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### Materials.Data
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> TODO: Write this section
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#### Materials.Data.Detail Map Tiling U
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Tiling of the Detail Map in the U direction. A value of 0 is valid and means no tiling.
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#### Materials.Data.Detail Map Tiling V
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Tiling of the Detail Map in the V direction. A value of 0 is valid and means no tiling.
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#### Materials.Data.Normal Map Tiling U
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Tiling of the Normal Map in the U direction. A value of 0 is valid and means no tiling.
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#### Materials.Data.Normal Map Tiling V
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Tiling of the Normal Map in the V direction. A value of 0 is valid and means no tiling.
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#### Materials.Data.Scroll Speed U
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Texture scroll speed in the U direction.
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#### Materials.Data.Scroll Speed V
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Texture scroll speed in the V direction.
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#### Materials.Data.Animation Length
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Number of frames in the texture animation.
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Valid Values
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|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
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| 1 | 4 | 9 | 16 | 25 | 36 | 49 | 64 |
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| 81 | 100 | 121 | 144 | 169 | 196 | 225 | |
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#### Materials.Data.Animation Speed
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Animation speed in frames per second.
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#### Materials.Data.Blink Minimum Brightness
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Sets the strength of the material's diffuse at the bottom of the "blink".
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#### Materials.Data.Blink Speed
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Speed of blinking, higher is faster.
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### Materials.Texture Maps
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### Materials.Texture Maps
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> TODO: Write this section
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### Materials.Rendertypes Table
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#### Materials.Texture Maps.Diffuse Map
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| Rendertype | `ATRB` Data0 | `ATRB` Data1 | `ATRB` Number | `ATRB` Number Hex |
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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.
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| ------------------------------------ |:------------------------:|:-------------------:|:-------------:| -----------------:|
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| Normal (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 00 | 00 |
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#### Materials.Texture Maps.Detail Map
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| Scrolling (SWBF2) | Scroll Speed U | Scroll Speed V | 03 | 03 |
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Detail maps allow you to add in 'detail' to the Diffuse Map at runtime.
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| Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 06 | 06 |
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| Animated (SWBF2) | Animation Length | Animation Speed | 07 | 07 |
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Or they can be used as fake ambient occlusion maps or even wacky emissive maps.
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| Refractive (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 22 | 16 |
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| Normalmapped Tiled (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 24 | 18 |
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See Appendix Detail Map Blending for a rundown of the details of how they're blended in
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| Blink (SWBF2) | Blink Minimum Brightness | Blink Speed | 25 | 19 |
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with the Diffuse Map.
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| Normalmapped Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 26 | 1A |
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| Normalmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 27 | 1B |
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#### Materials.Texture Maps.Normal Map
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| Normalmapped Tiled Envmapped (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 29 | 1D |
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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.
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If Specular is enabled the alpha channel will be the Gloss Map.
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#### Materials.Texture Maps.Environment Map
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Environment map for the material. Used to provide static reflections for the model. Must be a cubemap, see Appendix Cubemap Layout.
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#### Materials.Texture Maps.Distortion Map
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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.
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## Appendices
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### Appendix Detail Map Blending
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> TODO: Write this section (with pretty pictures).
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### Appendix Normal Map Example
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> TODO: Write this section (with pretty pictures).
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### Appendix Cubemap Layout
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> TODO: Write this section (with layout reference).
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### Appendix .msh.option Files
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> TODO: Should this section exist?
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> TODO: Write this section.
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### Appendix .tga.option Files
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> TODO: Write this section.
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### Appendix Rendertypes Table
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| Rendertype | `ATRB` Data0 | `ATRB` Data1 | `ATRB` Number | `ATRB` Number Hex | `TX0D` | `TX1D` | `TX2D` | `TX3D` |
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| ------------------------------------ |:------------------------:|:-------------------:|:-------------:|:-----------------:|:-----------:|:--------------:|:----------:| ---------------:|
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| Normal (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 00 | 00 | Diffuse Map | | Detail Map | |
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| Scrolling (SWBF2) | Scroll Speed U | Scroll Speed V | 03 | 03 | Diffuse Map | | Detail Map | |
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| Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 06 | 06 | Diffuse Map | | Detail Map | Environment Map |
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| Animated (SWBF2) | Animation Length | Animation Speed | 07 | 07 | Diffuse Map | | Detail Map | |
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| Refractive (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 22 | 16 | Diffuse Map | Distortion Map | | |
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| Normalmapped Tiled (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 24 | 18 | Diffuse Map | Normal Map | Detail Map | |
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| Blink (SWBF2) | Blink Minimum Brightness | Blink Speed | 25 | 19 | Diffuse Map | | Detail Map | |
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| Normalmapped Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 26 | 1A | Diffuse Map | Normal Map | Detail Map | Environment Map |
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| Normalmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 27 | 1B | Diffuse Map | Normal Map | Detail Map | |
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| Normalmapped Tiled Envmapped (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 29 | 1D | Diffuse Map | Normal Map | Detail Map | Environment Map |
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