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42 bytes added ,  13:25, 29 January 2019
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Each material will be named as its tag. The player will never see this name, but the game uses it for serialization purposes, so you should make the name as unique as possible to avoid overlap. If a material is named the same as another one, it will replace it, which you can use to replace in-game materials.
 
Each material will be named as its tag. The player will never see this name, but the game uses it for serialization purposes, so you should make the name as unique as possible to avoid overlap. If a material is named the same as another one, it will replace it, which you can use to replace in-game materials.
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Each material should have sub tags defining its Category, either Floor, Interior or Exterior, optional paths to its "Base", "Bump" and "Extra" textures and optionally a Skirting tag which you can use to remove skirtings on interior wall materials using <Skirting>False</Skirting>.
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Each material should have sub tags defining its Category, either '''Floor''', '''Interior''', '''Exterior''', '''Roof''' or '''Path''', optional paths to its "Base", "Bump" and "Extra" textures and optionally a Skirting tag which you can use to remove skirtings on interior wall materials using <Skirting>False</Skirting>.
    
As of Alpha 10.4.4, you can add an optional FloorType tag to floor materials, with the value set to either Wood, Ceramic, Carpet(default) or Concrete, which changes which footstep sound effects to use when employees walk over the floor.
 
As of Alpha 10.4.4, you can add an optional FloorType tag to floor materials, with the value set to either Wood, Ceramic, Carpet(default) or Concrete, which changes which footstep sound effects to use when employees walk over the floor.

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