A basic shader, with a wide range of features. Supports transformation, different types of blending, adjusting the effect of lighting on it and Z-buffering. Used for most effects, such as glow
A type of shader with a wide range of functions. Through it you can transform ID0 textures, assign Environment map to them and customize them, with changing RGBA constants
Practically identical to basic (simple), except that it does not support a certain set of functions that are needed only for Static Object
Owner
Owner name
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General
Priority
Priority for strict sorting
Strict sorting
Enables a mode that renders objects in a strictly defined order, usually to correctly render transparent or translucent surfaces
Description
Extra
Extra Description
Translucency
Transparency level for vertices
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Ambient
Base ambient light for vertices
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LM density
Density (quality) of the lightmap for the surface
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Flags
Collision
Enable collision for object with this shader
Rendering
Enable rendering for object with this shader
OptimizeUV
?
Vertex light
Will use Vertex Lighting instead lightmap
Cast shadow
Enable shadow casting for object with this shader
Description
Extra
Extra Description
Desc
Material description
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Flags
Dynamic
Using material for a Dynamic Object
Passable
Allows the material to be passable
Breakable
Allows the material to be breakable. Only for Dynamic Object.
Bounceable
Allows the material to be bounceable
Skidmark
Bloodmark
Enables the possibility of blood marks appearing on this material
Climable
Allows climbing on this material
Liquid
Flags the material as a liquid (?)
Suppress Shadows
Disables shadows for material
Suppress Wallmarks
Disables wallamarks for material
Actor Obstacle
Forcing collision inclusion (?)
Bullet No Ricoshet
Disabling the recochet from the material
Physics
Friction
Friction coefficient
Damping
Softness coefficient of the material (collision energy loss)
Spring
Material stiffness coefficient (spring stiffness)
Bounce start vel
Bouncing
Bounce coefficient
Factors
Bounce Damage
Injurious
Speed of wound on touch (?)
Shooting (1-went through)
Resistance to penetration factor
Shooting MP (1-went through)
Resistance to penetration factor for Multiplayer
Transparency (1-full transp)
Determining object visibility through materials to calculate NPC visibility
Sound occlusion (1-full hear)
Sound occlusion factor
Flotation (1-full passable)
Flotation factor
Density Factor
Density factor
Description
Command
Parent
Breaking Sounds
Step Sounds
Collide Sounds
Collide Particles
Collide Marks
Description
Extra
Extra Description
Environment
Set
Identity
Sets the parameters to the parameters from Identity
Reset
Resets parameters
Preset
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Size
This setting sets the perceived size of the audio environment. The larger the number, the larger and wider the environmental space will "sound"
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Diffusion
Controls the master density of audio reflections and reverberations, i.e. how thick the reverb and echo effects will be
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Room
Room
This controls the initial volume level and amount of reverb and echo effects; "0" equates to full effects, while "-10000" equates to no effects
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RoomHF
Sets the high frequency attenuation via a low-pass filter for Room setting and audio reflection; "0" equates to no low-pass filter, while "-10000" equates to no sound reflected
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Distance Effects
RoomRolloffFactor
This setting attenuates reflected sound based on how far from the audio source the player is; the higher the value, the more a sound will decay the greater the player's distance from the source of the audio
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AirAbsorptionHF
This setting attenuates high frequencies based on the distance between the player and the audio source, but simulates a denser environment. The higher the value, the less absorbent the environment is (e.g. a low value would mimic thick fog, a high value would mimic a dry desert or tundra)
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Reflections
Reflections
This sets the amount of initial echoes dependant upon the Room setting. "1000" equates to maximum initial reflections, while "-10000" equates to no initial reflections
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ReflectionsDelay
Sets the amount of time (in milliseconds) from the initial perception of the audio source, to the first percieved echo. The higher the value, the longer the amount of time between first hearing a sound, and hearing any echoes of that sound
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Reverb
Reverb
This setting controls the amount of late reverberations dependant upon the Room setting. "2000" equates to maximum late reverberations, while "-10000" equates to no late reverberations
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ReverbDelay
This sets the length of time (in milliseconds) from the initial perception of audio reflections, to the first percieved reverberation. The higher the value, the longer the amount of time between the first echo and it's resounding reverberation
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Decay
DecayTime
Controls the decay time of the audio reverberation; how quickly the reverberation fades away. The smaller the value, the quicker reverberations fade out, and the smaller the percieved room size is; the higher the value, the longer it takes for reverberations to fade out
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DecayHFRatio
Sets the ratio of high frequency reverberation decay relative to actual reverberation decay time. The higher the value, the brighter the high frequency reverberation decay; the lower the value, the more dull the high frequency reverberation