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>floatfloatfloatfloat</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:
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Bool (section property)
Generic material property requiring a bool value.
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collisionFlagsA
Specifies if the material will collide with models, or be affected by light and other effects.
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Float (section property)
Generic material property requiring a float value (e.g., diffuseLightExtraModulation, selfIllumination, parallaxAspectRatio, parallaxScale, glowRatio, etc...)
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fx
Effect resource.
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identifier
Material name.
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Int (section property)
Generic material property requiring an int value (e.g., alphaReference, lightDir, etc...)
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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.
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propertyA
Tag for miscellaneous material properties.
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Texture (section property)
Texture file to be assigned to the corresponding property (e.g., diffuseMap, heightMap, specularMap, normalMap, glowMap, etc...)
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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.
