Game Development Reference
In-Depth Information
*MATERIAL_SHINESTRENGTH 0.0500
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*NUMSUBMTLS 6
*SUBMATERIAL 0 {
*MATERIAL_NAME "BoxTexture"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.1791 0.0654 0.0654
*MATERIAL_DIFFUSE 0.5373 0.1961 0.1961
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.2500
*MATERIAL_SHINESTRENGTH 0.0500
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE { ...
Reading a MAP subsection
A MAP subsection has several tags. We will only consider MAP_NAME
and BITMAP. Other values are available if you are using multi-texture
blends and u , v offsets from the stored texture coordinates. MAP_NAME
supplies a human readable name for this map. BITMAP defines the
bitmap source of this map. A map does not have to be bitmap based, it
can be procedural.
*MAP_DIFFUSE {
*MAP_NAME "BoxGridMap"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "boxgridmap.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
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