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| | == Material textures == | | == Material textures == |
| | Materials consist of: | | Materials consist of: |
| − | * Base texture, which is a texture that can be colored by the player. This should be grayscale most of the time, as the player chosen color will be applied directly by multiplying it, except as noted for the Extra texture. | + | * Base texture, which is a texture that can be colored by the player. |
| | + | ** The red channel is the first player mapped color |
| | + | ** The green channel is the optional second player mapped color |
| | + | ** The blue channel should be 0 to enable custom player colors, if blue is > 0 then the color will just be output as is, ignoring any player chosen colors. This can be used to add details like gold adornments. |
| | * Bump texture, which is the normal map. These are usually purple, signifying a direction pointing along the normal of the surface. | | * Bump texture, which is the normal map. These are usually purple, signifying a direction pointing along the normal of the surface. |
| | * Extra texture. The material uses the 4 color channels of the extra texture to modify the material. | | * Extra texture. The material uses the 4 color channels of the extra texture to modify the material. |
| | ** The red channel controls occlusion, i.e. how dark a material appears, even in direct light, to simulate crevices. | | ** The red channel controls occlusion, i.e. how dark a material appears, even in direct light, to simulate crevices. |
| | ** The green channel controls smoothness/specularity, where 100% green means very shiny. | | ** The green channel controls smoothness/specularity, where 100% green means very shiny. |
| − | ** The blue channel controls color masking, where 100% blue means the player's color will be 100% multiplied with the base texture color and 0% means the material will only use the base texture color. An example of using the blue channel of the Extra texture would be to add gold adornments to a wall that the player can't change the color of. | + | ** The blue channel controls metallic, where 100% blue means completely metallic and reflective. Note that the reflectiveness is limited as the game is simulating this based on the player's graphics settings and does not support RTX |
| | ** As of Alpha 10.10, the alpha channel of the Extra texture controls snow and rain. | | ** As of Alpha 10.10, the alpha channel of the Extra texture controls snow and rain. |
| | ***100% alpha or completely opaque means no snow and rain | | ***100% alpha or completely opaque means no snow and rain |