Material Config XML Example XML: TEMPLATES ARE NOT MODULAR! A full list of template variables can be found in shaders/base.render_template_database contains all of the material xml for the file. Typically uses version="3" contains the information of a material. Typically uses version="2" a variable that often uses a texture with the identifier _df at the end. a variable that often uses a texture with the identifier _nm at the end. a variable that often uses a texture with the identifier _gsma at the end. (Gloss, Specular, Metalness, Alpha) is a variable that loads a cubemap to a material that accepts cubemaps. will use a locked cubemap and wont change from environments. Special Use Cases control options: name="mat_name" give your material a name to go with your models material name. render_template="template_name" a full list of templates can be found in shaders/base.render_template_database unique="true" is usually used for materials that will change per-unit. Unit contours for example. src="name" will clone the values from an existing to your current material. cloned materials can be modified further by including variables or textures to override the source copy. decal_material="id" graphic mesh faces with the material will use the decal_material variable for hit effects. List of decal IDs can be found in lib\tweak_data\tweakdata.lua self.materials = {list} diffuse_color="255 255 255 255" potentially unused. (Red, Green, Blue, Alpha) version="2" most if not all templates use version 2. control options: Animations can control some variables using the listener type. Standard variable: Listener variable: