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3 bytes added ,  19:30, 7 February 2020
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You can add your own materials to the game by creating a new folder inside the Materials folder in the root of the game.
 
You can add your own materials to the game by creating a new folder inside the Materials folder in the root of the game.
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Inside your new folder you should add a "materials.xml" file and all your textures as 256x256 png files. The root tag of the xml file should be named after the name of your material pack. Each child tag constitutes a new material.
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Inside your new folder you should add a "materials.tyd" file and all your textures as 256x256 png files. the tyd file should contain a table for each material you want to add.
    
== Materials ==
 
== 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 be given a name using the '''Name''' record. 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''', '''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>.
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Each material should have records defining its Category, either '''Floor''', '''Interior''', '''Exterior''', '''Roof''' or '''Path''', optional paths to its '''Base''', '''Bump''' and '''Extra''' textures and optionally a '''Skirting''' record which you can use to remove skirtings on interior wall materials using '''Skirting False'''.
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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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You can also add an optional '''FloorType''' record 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.
    
== Material textures ==
 
== Material textures ==

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