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Export Scripts - Part 6

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Advanced Materials

Our scripts only acknowledge a few things from the Materials Editor window. Everything else is handled either in the form of AuraPoly information, a .txi file associated with the texture or in-game where some settings get over-ridden.

  1. Materials Editor

    Simply put, there are only two things that should be read from this area. The first is the actual texture name and location.

    The second is the diffuse colour. We can use this colour to tint the lighting of an object, which is useful in many cases. It should be noted that if you use this tinting as an actual colour changer (which we did), dynamic lights can still bring it up to its full value… e.g., if you want to have a dark wood using a lighter wood texture, this is fine, except that if a player walks by with a torch, he will make it look like a light wood colour again. For the most part, this is not noticeable though.

  2. AuraPoly

    The two main things to look for in the AuraPoly modifier are the Alpha value spinner and the self-illumination colour. The alpha value (per part) is just what you'd expect (1 being opaque and 0 being transparent), as is the self- illumination colour.

  3. TXI's

    The theory behind the .txi system is to attach properties especially to a certain texture. When a texture is loaded into the game, it looks for an accompanying .txi file (from either the resources or the override directory). This file will be recognized by having the exact same name as the texture, merely having the different extension of txi. For example, when the game loads "ttr01_crystal01.tga", it will look for a txi called "ttr01_crystal01.txi", and then load it. If it doesn't find one, it simply loads the texture by itself. Inside the file can be one (or more) of many attributes you can give to a texture. We have an Example.txi file which should be in the directory somewhere to show you all the different things you can do in them. I hope it makes enough sense! This is where we achieve effects like texture warping for water and lava, environment mapping effects, animating textures, etc…

  4. In-Game Settings

    Do keep in mind that some settings have been hard-coded, like bumpy-shiny water values. If the game isn't showing you what you think it should, there's always the chance there are some things it might like to take over… for instance it will scale your textures dynamically if you exceed texture memory sizes for your card. I can't think of anything else off-hand, but I'm sure you may run into something.

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L'ora attuale è: (imposta ora)
sab, 21 novembre 2009 11:42

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