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The Materials System

The materials system provides a flexible framework to enhance your levels with animations, light flares, environment maps, terrain blending, and other effects. If you are familiar with Quake 3 Arena's "shaders" system, you'll be right at home with materials. If you're just curious about the basics, and using the in-game materials editor, then this video will get you started:

A material is a set of directives and parameters for an individual world texture. Each texture in your level can have zero or one material definition. Materials are defined in a plain text file called materials/mymap.mat, where mymap is the name of your .bsp file. The BSP compiler can generate a default materials file for your level to get you started: q2wmap -mat maps/my.map

General Structure

Materials are comprised of a material definition, and then zero or more layers called stages. Each stage can describe one or more effect, and each effect is blended with the result of the prior stages. The basic structure of a materials file is:

{
    # Material definition
    material path/to/texture1
    parameters
    {
        # Stage definition
        texture path/to/texture2
        parameters 
    }
    ...
}

Material Definition

The material definition specifies the texture name and per-pixel lighting parameters.

normalmap path/to/normalmap
Normalmap overriding is used to apply common normalmap textures to several materials. By default, the engine tries ${texture}_nm and ${texture}_norm. Typically, this directive is omitted. However, if you have several diffuse textures that differ only in color, you can save some texture memory by specifying the same normalmap map for each of them. See normalmaps and bump mapping
glossmap path/to/glossmap
Glossmap overriding is used to apply common glossmap textures to several materials. By default, the engine tries ${texture}_s and ${texture}_gloss. Typically, this directive is omitted. However, if you have several diffuse textures that differ only in color, you can save some texture memory by specifying the same glossmap for each of them. See normalmaps and bump mapping
bump b
Bump amplification is used to tune bump mapping effects. Higher values increase the "bumpiness" of surfaces. The b parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.
parallax p
Parallax amplification is used to tune the depth of bump mapped surfaces. Using values higher than 1.0 requires high-quality normalmaps, with properly encoded height values. The p parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.
hardness h
Hardness is a multiplier for the specular component of bump mapped surfaces, and can be used to amplify or mute a material's reflectiveness. Organic materials benefit from lower values, while polished metals and glass benefit from higher ones. The h parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.
specular s
Specular amplification is used to tune the specularity of bump mapped surfaces. The s parameter is required, and must be a positive floating point value, or 0.0. The default value is 1.0.

It is a best practice to define all material parameters for your opaque world surfaces, as they are eligible for per-pixel lighting. Quetoo provides safe defaults when you omit these parameters, but tuning them will often benefit the appearance of your level.

{
    material evil6/stone_floor
    bump 3.0
    hardness 1.5
    parallax 1.2
    specular 3.0
}

Note that blended materials such as glass or foliage do not support per-pixel lighting, and so you may safely omit the material parameters for them.

{
    material office/glass
    {
        envmap office/glass
    }
}

Stage Definition

There are four types of stages: texture envmap lightmap flare. A stage must start with a type declaration, e.g. texture lunaran/pad1_fx, envmap 0, lightmap, flare 1, etc..

Texture Stages

Texture stages are the most versatile and complex type, and must always declare a valid texture image, e.g. texture lunaran/pad1_fx. The following listing describes the texture stage directives.

anim frames hz
Frame-based animations are used to animate surfaces like computer screens. The stage texture name should end in 1, e.g. lunaran/computer1, with subsequent frames following in sequence. The frames parameter specifies the number of textures which comprise the animation. The hz parameter specifies the frequency of the effect. Both are required, and must be a positive integer and positive floating point number respectively.
blend src dest
The blend directive exposes OpenGL's GL_BLEND function. This is used for textures which lack an alpha channel, where additive blending is typically required. The src and dest parameters are GL constants, e.g. blend GL_ONE GL_SRC_ALPHA. The default blend function is GL_ONE GL_ONE_MINUS_SRC_ALPHA.
color r g b
The color directive is used to influence the stage's default color. This directive is often used in conjunction with other directives such as pulse or stretch. The parameters r g b are each required, and must each be floating point numbers between 0.0 and 1.0.
pulse hz
Pulses are used to animate surfaces like jump pads or light fixtures. The stage texture is interpolated over the base material using a sin function. The hz parameter specifies the frequency of the effect. It is required and must be a positive floating point number.
rotate hz
Rotation directives are used for fan blades, Yin-Yangs, and other surfaces which should appear to rotate. The hz parameter specifies the speed of the rotation. It is required, and must be a positive floating point number.
scale.s s, scale.t t
The scale directives are used to scale texture stages, and can be used when a stage texture is of a different resolution than the base material texture. S and T are the two texture coordinate axis. Each directive takes exactly one required parameter, which must be a positive floating point number.
scroll.s s, scroll.t t
The scroll directives are used to slide texture stages across the underlying base material. This is used for computer screen redraw lines, layered water surfaces, and trim lighting. S and T are the two texture coordinate axis. Each directive takes exactly one required parameter, which must be a floating point number.
stretch amp hz
Stretch directives are used to create continuous expanding and contracting effects. The amp parameter specifies the scale of the stretch, while hz specifies the frequency. Both are required, and must be positive floating point numbers.
terrain ceil floor
Terrain directives are used to achieve simple height-based terrain blending. The ceil and floor parameters specify the highest and lowest Z-axis coordinates where blending will occur. At Z coordinates less than floor, the base material texture will appear; at Z coordinates greater than ceil, the stage texture will appear. Linear interpolation is used to blend the two textures at Z coordinates between ceil and floor. Both parameters are required, and must be floating point numbers.
dirtmap intensity
Dirtmap directives are used to add randomized, blended artifacts to primary or terrain surfaces. This can effectively create unique looking surfaces, as generally no two polygons will receive the same set of artifacts. The intensity parameter specifies the overall amplification of the effect. It is required, and must be between 0.0 and 1.0.

Both terrain and dirtmap stages support per-pixel lighting, thus it is possible to create bumpmapped terrain. To do this, declare your terrain stage texture with a material definition prior to the base material.

{
    material organics/grass
    ...
}
{
    material organics/dirt
    ...        
    {
         texture organics/grass
         terrain 32.0 128.0
    }
}

Envmap Stages

Environment map stages are used to simulate reflections on metal, water, glass, etc. For convenience, they may be declared with numeric values to take advantage of several built-in effect textures, e.g. envmap 0. Alternatively, a unique texture can also be provided, e.g. envmap envmaps/my_envmap.

Environment map stages do not currently support any unique directives, but do support blend color scroll.s scroll.t, described above. If a color is not provided to the stage definition, Quetoo automatically uses the surface's average static lighting color to shade the environment map.

{
    material office/glass
    {
        envmap office/glass_envmap
        blend GL_SRC_ALPHA GL_ONE
        color 0.9 0.9 1.0
    }
}

Lightmap Stages

Lightmap stages are used to blend in statically computed lighting information. This is typically applied as the last drawn stage, and is useful for shading opaque or mostly opaque stages such as animations. Lightmap stages are declared by simply beginning the stage with the lightmap type name. Lightmap stages do not support any unique directives.

{
    material lunaran/computer0
    ...
    {
        anim 4 0.3
    }
    {
        lightmap
    }
}

Flare Stages

Flare stages are used to add flares (coronas) to surfaces such as light fixtures. For convenience, flare stages may reference numeric values to take advantage of several built-in effect textures, e.g. flare 1. Alternatively, a unique texture can also be provided, e.g. flare flares/my_flare.

Flare stages do not currently support any unique directives, but do support color scale.s scale.t described above. If a color is not provided to the stage definition, Quetoo automatically uses the surface's average static lighting color to shade the flare. Either of the scale.s or scale.t directives can be used to influence the size of the flare produced by this stage.

{
    material tech/small_light
    ...
    {
        flare tech/flare1
        scale.s 1.5
    }
}

More Examples

The best way to learn the materials system is to study some of the materials files that come with Quetoo. These are conveniently available in the game data repository.