Difference between revisions of "TXMT/Parameters/stdMatDiffCoef"

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<P><center>Links back to the txmt Parameter
 
<P><center>Links back to the txmt Parameter
 
Listings</center></P>
 
Listings</center></P>
<P>* [http://www.sims2wiki.info/TXMT/Parameters TXMT/Parameters]</P>
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<P>* [http://www.sims2wiki.info/TXMT/Parameters/AlphabeticallySequencedList Alphabetically Sequenced List]</P>
<P>* [http://www.sims2wiki.info/AlphabeticallySequencedList Alphabetically Sequenced List]</P>
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<P>* [http://www.sims2wiki.info/TXMT/Parameters/CategorisedList Categorised List]</P>
<P>* [http://www.sims2wiki.info/CategorisedList Categorised List]</P>
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Latest revision as of 16:54, 5 January 2007

Links back to the txmt Parameter Listings

* Alphabetically Sequenced List

* Categorised List

Contents

[edit] (MATD/txmt) property parameter: standard material: stdMatDiffCoef

[edit] Parameter Type

[v3] 3 variables/3 reals


[edit] Known designed values:

0 =< n =< ... (infinity)


[edit] Common Notes

  • A 4th number may be present for alpha-blending (always "1"); in rare cases, 0<n<5
  • Diffusion (= plain colour) RGB [Alpha] (syntax: R,G,B,[1])
  • By altering the the RGB values in decimals, the colours of the base texture will be altered accordingly. "1,1,1" means full textural coloration where "1" means 1 time of the value of either R, G, or B for the base texture. So when other in-game lighting effects are ignored, the resultant colorations rendered in-game will be the multiplication of the base texture RGB values with the stdMatDiffCoef RGB values. Thus, a "0" value will basically nullify that colour in the base texture. Yet, generally, "0.8,0.8,0.8" is used to darken the textures for the in-game lighting effects.
  • In recolouring, one can alter these values for monotonous recolouring while reusing the original texture. (a way of repository recolouring)
  • These values can be >1 to affect the lighting effects and the base texture coloration; say "1.5,0.5,1.7"


[edit] Common Default Value(s)

0.8,0.8,0.8

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