[size=14][b]Render Sequence of Materials[/b][/size]
The sequence of the materials specifies which materials are last rendered. So it is important that glass/transparent materials are rendered after the other materials, otherwise there is nothing behind them. For example, luminous materials are rendered in the same way according to the normal materials, so that they can cast some light on them. However, the system also has its pitfalls, as light cannot be displayed behind glass like this. If objects are not visible behind windows, it helps to rotate the materials used or to define an order within the same material via [tt]order = 1[/tt].
[Spoiler="List of available materials"]
REFLECTIVE,
REFLECTIVE_NRML_MAP,
REFLECTIVE_OP,
REFLECTIVE_NRML_MAP_OP,
PHYSICAL,
PHYSICAL_NRML_MAP,
PHYSICAL_NRML_MAP_CBLEND,
PHYSICAL_NRML_MAP_CBLEND_DIRT,
PHYSICAL_NRML_MAP_OP,
PHYSICAL_NRML_MAP_CBLEND_OP,
PHYSICAL_NRML_MAP_UV1_AO,
PHYSICAL_GLOSS_ONLY,
SKINNING_TEXTURED,
PHYSICAL_ALPHA_NRML_MAP,
PHYSICAL_ALPHA_NRML_MAP_OP,
PHYS_TRANSPARENT,
PHYS_TRANSPARENT_NRML_MAP,
PHYS_TRANSPARENT_NRML_MAP_CBLEND_DIRT,
PHYSICAL_NRML_MAP_CBLEND_DIRT_LOGO,
TRANSPARENT,
TRANSPARENT_DETAIL,
TRANSPARENT_NRML_MAP,
TRANSPARENT_OP,
TRANSPARENT_NRML_MAP_OP,
EMISSIVE,
LEAF_CARD,
BILLBOARD
[/spoiler]
[size=14][b]Structure of the material files[/b][/size]
This list should give you an overview of which materials need which parameters in the mtl's:
[img]https://www.transportfever.net/index.php/Attachment/69526-Materialien-png/[/img]
Ihr könnt euch hier auch gerne die Tabelle als PDF herunterladen:
[url]https://www.transportfever.net/index.php/Attachment/69524-Materialien-pdf/[/url]
[size=14][b]Channel assignment in the textures[/b][/size]
[u]The "Albedo":[/u] [color=#800080][b]3[/b][/color] [b]or [/b][color=#800080][b]4 Channels[/b][/color]
RGB: standard texture
A: Transparency: black = 100% transparent, white = opaque, shades of grey around 128 (50%) recommended.
Normalmap: [b][color=#800080]3 Channels[/color][/b]
R: X
G: Y
B: Z
cblend_dirt_rust: [color=#800080][b]3 Channels[/b][/color]
R: Color (Colorblend): black areas are recolored, white for unchanged areas, gray tones for transitions
G: Dirt: more white means more dirt
B: Rust: more white means more dust
metal_gloss_ao: [b][color=#800080]3 Channels[/color][/b]
R: metallic gloss/matt gloss: whiter gloss
G: Reflections: White stronger reflections
B: Ambient Occlution: Calculated on white, grey areas = shades
[size=14][b]Allowed texture formats[/b][/size]
Basically all textures may be in DDS or TGA format. While TGA are uncompressed and take up a lot of space, DDS files are lossy. More about the DDS formats can be found [url='https://www.transportfever.net/lexikon/index.php/Entry/164-DDS-Textures/']here[/url].
HDR textures can also be used for EMISSIVE materials.
[b][size=14]More informations[/size][/b]
[b][url]http://transportfever.com/wiki/doku.php?id=modding:developerinfo:models:materials[/url][/b]
Willkommen in der Transport Fever Community
Welcome to the fan community of Transport Fever and Train Fever, the economic simulators of Urban Games. The community is free for you to share and inform yourself about the game. We cultivate a friendly and objective interaction with each other and our team will be happy to answer any questions you may have.
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We wish you a lot of fun and hope for active participation.
The Team of the Transport-Fever Community
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