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