Used by the EffectMaterial class, this section contains material information, and is part of the following file formats:
The format of the EffectMaterial section is illustrated below:
?<identifier>string
</identifier> +<fx>file
</fx> ?<channel>string
</channel> ?<mfm>file
</mfm> <materialKind>integer
</materialKind> <collisionFlags>integer
</collisionFlags> +<property>string_property_name
[ <Texture>file
</Texture> | <Vector4>float
float
float
float
</Vector4> | <Float>float
</float> | <Bool> [true|false] </bool> | <Int>int
?<UIMin>int
</UIMin> ?<UIMax>int
</UIMax> </Int> ] </property>
Grammar of the EffectMaterial section
The list below describes the tags in the EffectMaterial section:
-
Bool (section property)
Generic material property requiring a bool value.
-
collisionFlagsA
Specifies if the material will collide with models, or be affected by light and other effects.
-
Float (section property)
Generic material property requiring a float value (e.g., diffuseLightExtraModulation, selfIllumination, parallaxAspectRatio, parallaxScale, glowRatio, etc...)
-
fx
Effect resource.
-
identifier
Material name.
-
Int (section property)
Generic material property requiring an int value (e.g., alphaReference, lightDir, etc...)
-
materialKindA
Material kind, used for sound and particle system This value is used to retrieve material information from file bigworld/res/system/data/material_kinds.xml. For details, see material_kinds.xml.
-
propertyA
Tag for miscellaneous material properties.
-
Texture (section property)
Texture file to be assigned to the corresponding property (e.g., diffuseMap, heightMap, specularMap, normalMap, glowMap, etc...)
-
Vector4 (section property)
Generic material property requiring 4 float values (e.g., specularColour, vTransform, uTransform, materialSpecular, etc...)
A — For details, see the document Content Tools Reference Guide's section Model Editor → Panel summary → Materials Settings panel.