Material editor

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Materials are a combination of textures that can be "painted" onto surfaces in the game.

Each material can have the following texture layers:

Contents

Root

At the root of the material project you can insert the following:

Libraries themselves aren't directly editable, though. Once you've created a library, you'll need to right click the library and insert an actual object to be tinkered with.

For example: right click Root > insert Tint library > right click Tint library > insert new tint object.

The 'tint object' itself can then be adjusted and manipulated. The same goes for all the above library types.

Libraries can have groups added, which are similar to subdirectories for organizational purposes.

General
Name
Buffer Effect 1
Name
Buffer Effect 2
Name
Buffer Effect 3
Name
Layout Setting
Layout
Layout Visible
Location
Position X
Position Y
Position Z
Rotation Pitch (degrees)
Rotation Roll (degrees)
Rotation Yaw (degrees)

Material Properties

General
Material Name
Material Type
Material Semantic
Name
Sound Material Type Materials of type "Prop Default" don't have a sound material type.

Material type can be:

Material Semantic can be:

Sound Material Type can be:

Diffuse

General
Enable Diffuse Map True/false
Diffuse Map A TGA or DDS file
Diffuse (Preview Texture) Pops up a window displaying a larger view of the diffuse map
Diffuse (Refresh Texture) Reloads the diffuse map from disk and rebuilds the texture
Export
ResRef

Normal

General
Enable Normal Map True/false
Normal Map A TGA or DDS file
Normal (Preview Texture) Pops up a window displaying a larger view of the normal map
Normal (Refresh Texture) Reloads the normal map from disk and rebuilds the texture
Export
ResRef


Specular

General
Enable Specular Map True/false
Specular Map A TGA or DDS file
Specular (Preview Texture) Pops up a window displaying a larger view of the specular map
Specular (Refresh Texture) Reloads the specular map from disk and rebuilds the texture
Export
ResRef

Tint

Only materials of type "Prop Default" can have a tint.

General
Enable Tint Map True/false
Tint Map A TGA or DDS file
Tint (Preview Texture) Pops up a window displaying a larger view of the diffuse map
Tint (Refresh Texture) Reloads the diffuse map from disk and rebuilds the texture
Export
ResRef
Tint Files
Tinting File

Tint properties

Tints are stored in a separate tint library within the material project.

General
For Export true/false
Import TNT file Import a TNT file for this tint
Name
Name Descriptor
Tint Type
Red Channel
Enable Tint R
Green Channel
Enable Tint G
Blue Channel
Enable Tint B
Alpha Channel
Enable Tint A

Tint type can be:

For the R, G, and B channels, enabling each will enable the following properties:

Channel
Enable Tint Channel True/False
Diffuse Color
Diffuse Intensity
Diffuse Opacity
Specular Color
Specular Intensity
Specular Opacity

Models

Models can be placed in the material project's display area to allow textures to be tested and compared as work progresses.

Palette objects

Palette objects are similar to materials, but much simpler.

Heraldry

A heraldry object is a diffuse texture that's intended to overlay an existing material like a decal.

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