Materials

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(How they are defined)
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Revision as of 05:54, 8 July 2010

Materials are simply what different objects are made of, be it concrete, metal, flesh...
Some materials are naturally harder than others. Mega metal, for one, is a very tough
material, which will deflect low caliber bullets from guns like the SMG.

How they are defined

For this, we'll use the Concrete material:

AddMaterial = Material
	Index = 0
	InstanceName = Air
	Bounce = 0.8
	Friction = 0
	StructuralIntegrity = 0
	DensityKGPerVolumeL = 1.0
	GibImpulseLimitPerVolumeL = 15
	GibWoundLimitPerVolumeL = 0.1
	Priority = 0
	Color = Color
		R = 255
		G = 0
		B = 255
	UseOwnColor = 0

This doesn't look too bad, does it? But now for a deeper explanation:

AddMaterial = Material // The instance call, defines the next text as parts of a material.

	Index = 0 // Indexing system, must not be one that is already used.

	InstanceName = Air // The name used to refer to the instance later.

	Bounce = 0.6 // How bouncy the material is (0-1). 1 means no energy lost on collisions.

	Friction = 0.9 // The friction of the material. 0 is like ice, while 1 snags on to everything.

	StructuralIntegrity = 75 // How big an impulse is required to knock off a particle of this material. Mass * Velocity = Impulse

	DensityKGPerVolumeL = 2.3 // mass per volume (litres). A Litre is 10^3cm.

	GibImpulseLimitPerVolumeL = 15 // The impulse required per volume in litres to gib.

	GibWoundLimitPerVolumeL = 0.1 // How many wounds is required per volume in litres to gib.

	Priority = 0 // The priority that a pixel of this material has to be displayed. The higher the number, the higher the priority.

	Color = Color // The colour to use in scenes to represent this material, also natural colour when knocked loose from terrain.

		R = 165 // Red value

		G = 165 // Green value

		B = 165 // Blue value

	UseOwnColor = 0 // Whether to use the own colour when a pixel of terrain of this material is knocked loose (1), or not (0)

A good idea is to just grab an existing material, and then tweak it to your liking. The GibWound and GibImpulse limits are used for actors.

As shown below you can also set the texture of a material for use in maps. Put the texture just after UseOwnColor, or, if omitted, the RGB values.

...
		R = 165 
		G = 165 
		B = 165 
	UseOwnColor = 0 
	TextureFile = ContentFile
		Path = Base.rte/Scenes/Textures/Soil.bmp
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