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Parik edited this page Feb 17, 2019 · 1 revision

Location

Material settings can be accessed from the Material pane in Properties. The properties window is usually located towards the right of the screen.

The Renderware/GTA specific material settings can be found in DragonFF - Export Material panel under the Material Settings, mentioned earlier.

Materials Panel

Properties

Ambient Shading

As the lack of Ambient property in Principled BSDF, in Blender 2.8 version of the script, Ambient property of the material is stored in custom properties in DragonFF panel in Materials Settings. This value controls the lighting of the material under normal conditions.

Bump Map

To export Bump Map, check the Bump Map option in Custom Properties. (see below)

Most of the bump map settings are specified under Surface panel in Materials tab. It is recommended that you use the Shader Editor for creating the Bump Map, but the Surface panel will suffice for normal editing.

Scrolling down in the materials pane a little, under Transmission Roughness you will find the Normal property of a material. Upon expanding, properties of the Bump map will appear.

Bump Map Settings

The properties exported and read by the script are listed below.

Property Description
Strength Intensity of the Bump Map
Color The texture of the Bump Map. You will have to expand this if you want to edit the texture. Only the texture will be exported, diffuse colors are not supported.

Custom Properties

Under DragonFF - Export Material, you'll find additional properties to set for Bump Mapping. You can enable or disable exporting of the Bump Map, by checking the bump map option in these properties.

Bump Map properties

If Bump Map is checked, additional properties will appear for Bump Mapping. Their purpose is listed below

Property Description
Diffuse Texture This texture overrides the default texture for the material

Environment Map

The settings for Environment Map are under DragonFF - Export Material panel. To enable the export of Environment Map, check the Environment Map checkbox in the aforementioned panel. Additional Properties will appear when the checkbox is checked.

Example of an Environment Map settings from a SA model

Property Description
Texture The texture used by the reflection map. This is unused in PC version of SA
Coefficient Coefficient of the Environment map.
Use FB Alpha When checked, the reflection map uses Framebuffer Alpha

Reflection Material

San Andreas uses this custom property to create reflection in their vehicles. The settings for this material is under DragonFF - Export Material panel.

Example of Environment Material settings

Property Description
Scale The next two sliders specify scale of the reflection in X and Y axis respectively
Offset The next two sliders specify offset of the reflection in X and Y axis respectively
Intensity Defines how strong the reflection will be

Specular Material

Specular Material in San Andreas is used for the effect of sun or other lights shining on a vehicle or an object. The settings for this material is under DragonFF - Export Material panel.

Example of Specularity Material

Property Description
Level How much the shininess of the light will be.
Texture Unused on PC and XBox. Used an a second reflection map in PS2 (probably also in Skygfx)

Other Properties

The following properties under the Surface panel are exported.

Property Description
Base Color Only if a texture is present. Texture name is exported in that case
Specular Specular intensity of the material
Roughness Roughness of the material (opposite of Specularity)