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: