From 6b3269ccbf34e7fa683dfe7a352ce68f2d433e2f Mon Sep 17 00:00:00 2001 From: kralrindo <43319242+kralrindo@users.noreply.github.com> Date: Sat, 8 Oct 2022 21:08:59 +0300 Subject: [PATCH] Update surface types --- Texture info.txt | 70 ------------- Texture, material info.txt | 207 +++++++++++++++++++++++++++++++++++++ 2 files changed, 207 insertions(+), 70 deletions(-) delete mode 100644 Texture info.txt create mode 100644 Texture, material info.txt diff --git a/Texture info.txt b/Texture info.txt deleted file mode 100644 index 695bd76f..00000000 --- a/Texture info.txt +++ /dev/null @@ -1,70 +0,0 @@ -//========================================================= -// Material Slots // -//========================================================= - -slot1 _col -slot2 _nml -slot3 _gls/_exp -slot4 _spc -slot5 _ilm -slot6 _ao -slot7 _cav/cvt -slot8 _opa -slot9 detail/camo -slot10 _dm_nml/_nml detail normal map -slot11 _msk detail texture mask -the following are used on blend materials, for maps only. it is a second texture to blend into the main one. -slot17 _bm blendmap -slot23 _col -slot24 _nml -slot25 _gls/_exp -slot26 _spc - - -//========================================================= -// Visibility Flags // -//========================================================= - -visibilityflags: - opaque: your material will be opaque. - transparent: your material will be transparent, this does not work out of the box currently. - colpass: use this if it's a colpass material. - none: use this if it's a loadscreen material. - -faceflags: - 6: normal outward drawing faces - 7: outward drawing faces, but wireframe. - - -//========================================================= -// Texture Formats // -//========================================================= - -_col: BC7 sRGB -_nml: BC5U -_gls: BC4U -_spc: BC7 sRGB -_ilm: BC7 sRGB -_ao: BC4U -_cav: BC4U -_opa: BC4U - -UI Assets: BC7 SRGB -Loadscreens: BC1 sRGB (Low Quality), BC7 sRGB -Minimap: BC1 sRGB - - -//========================================================= -// Useful Shadersets // -//========================================================= - -WLDC: 3134464214606249681 (Makes textures redish, used for Mirage Voyage) -WLDC: 5455669381027863835 (Makes material glow) -SKNP: 8900632333082111100 (Glossy weapon shaderset) - - -//========================================================= -// Surface Types // -//========================================================= - -default, water, glass, rock, concrete \ No newline at end of file diff --git a/Texture, material info.txt b/Texture, material info.txt new file mode 100644 index 00000000..a7dd3ecd --- /dev/null +++ b/Texture, material info.txt @@ -0,0 +1,207 @@ +//========================================================= +// Material Slots // +//========================================================= + +slot1 _col +slot2 _nml +slot3 _gls/_exp +slot4 _spc +slot5 _ilm +slot6 _ao +slot7 _cav/cvt +slot8 _opa +slot9 detail/camo +slot10 _dm_nml/_nml detail normal map +slot11 _msk detail texture mask +the following are used on blend materials, for maps only. it is a second texture to blend into the main one. +slot17 _bm blendmap +slot23 _col +slot24 _nml +slot25 _gls/_exp +slot26 _spc + + +//========================================================= +// Visibility Flags // +//========================================================= + +visibilityflags: + opaque: your material will be opaque. + transparent: your material will be transparent, this does not work out of the box currently. + colpass: use this if it's a colpass material. + none: use this if it's a loadscreen material. + +faceflags: + 6: normal outward drawing faces + 7: outward drawing faces, but wireframe. + + +//========================================================= +// Texture Formats // +//========================================================= + +_col: BC7 sRGB +_nml: BC5U +_gls: BC4U +_spc: BC7 sRGB +_ilm: BC7 sRGB +_ao: BC4U +_cav: BC4U +_opa: BC4U + +UI Assets: BC7 SRGB +Loadscreens: BC1 sRGB (Low Quality), BC7 sRGB +Minimap: BC1 sRGB + + +//========================================================= +// Useful Shadersets // +//========================================================= + +WLDC: 3134464214606249681 (Makes textures redish, used for Mirage Voyage) +WLDC: 5455669381027863835 (Makes material glow) +SKNP: 8900632333082111100 (Glossy weapon shaderset) + + +//========================================================= +// Surface Types // +//========================================================= + +// ----------------------------- +// Surface Materials +// ----------------------------- + +default +metal_titan +solidmetal / NOTE: Almost nothing is solid metal - so "metal" is sheet metal +metal / NOTE: Only flag a few things as "solidmetal" (I-Beams, anvils, etc) +metal_box / Smaller metal box (< 2' width/height/depth) +metalpanel / Thick solid steel panel - used for solid wall, floor, machine construction +metalgrate +metalvent +dirt +tile +xo_shield +wood / NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc +wood_solid +water +concrete +glass +glass_breakable +flesh +armorflesh / NOTE: Flesh for physics, metal for bullet fx +sand +mud +grass +brokenglass +gravel +bloodyflesh + +// ----------------------------- +// Non Surface Materials +// ----------------------------- + +shellcasing_small +shellcasing_large +weapon / NOTE: Weapon models - sounds for when weapons drop +computer +canister / NOTE: Large oxygen tank, propane tank, welding tank +metal_barrel / NOTE: Larger metal barrel, metal oil drum +glassbottle / NOTE: Glass soda bottle, cup, plate, jar +pottery / NOTE: Ceramic jug, mug +grenade / NOTE: Solid hand grenade +grenade_triple_threat +bouncygrenade + +// ----------------------------- +// world materials +// ----------------------------- + +metal_bouncy +slipperymetal / Note: Airboat pontoons have very low friction +slipperyslime +wood_lowdensity +wood_box / Note: Small crate +wood_crate / Note: Large crate, large wood furniture (bookcases, tables) +wood_plank / Note: wood board, floorboard, plank +wood_furniture / Note: small wood furniture - chairs, small tables +wood_panel / Note: wood panel - plywood panel, wood door panel +slime +quicksand +rock / Note: Solid rock (small sounds) +lava_rock +lava_rock_hot / Note: Lava rock that shows a glows when shot +lava_flow / Note: scrolling uv lava, like water. +porcelain / Note: tubs, urinals, sinks +boulder / Note: Large solid rock (large sounds) +asphalt +brick +concrete_block / Note: 9x12 prefabricated concrete cinder blocks +chainlink / Note: chainlink fencing material +chain / Note: metal chain +alienflesh +watermelon +snow +ice +carpet +plaster / Note: drywall, office wall material, sheetrock +cardboard / Note: carboard box +plastic_barrel / Note: larger plastic barrel, hollow, soft plastic +plastic_box / Note: small - medium plastic box, hard plastic +plastic / Note: smaller generic hard plastic +item / Note: small med kit, smaller tech items, battery +floatingstandable +rubber +rubbertire +jeeptire +slidingrubbertire +brakingrubbertire +slidingrubbertire_front +slidingrubbertire_rear + + +// ----------------------------- +// objects +// ----------------------------- + +floating_metal_barrel +plastic_barrel_buoyant +roller +popcan +paintcan +paper +papercup +ceiling_tile +default_silent +player +player_control_clip +foliage +Underground_Cube +Turret_Gib +metal_spectre +arc_grenade +upholstery +flyerflesh +ammo_box +Helmet +Large_Backpack +Small_Backpack +Large_Medkit +Small_Medkit +Att_Scope +Att_Sup +Wpn_AR +Wpn_Snipe +Wpn_SMG +Wpn_Pistol +Wpn_Shotgun +Vest +Mags +Cyn_Medkit +Frag +ArcBlade +BatteryShield +reflective +WeightedCube_Bounce +PaintBomb +sphere2 \ No newline at end of file