Difference between revisions of "Talk:TXMT/MaterialTypes"
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As is it looks like the listing now it's more like "It will take ages until I find what I'm looking for because now I'm confused and realised that I don't know what I'm looking for" for every kind of user who doesn't already know perfectly how to use the TXMT stuff. Does this comment help you for your grouping thinking? =) | As is it looks like the listing now it's more like "It will take ages until I find what I'm looking for because now I'm confused and realised that I don't know what I'm looking for" for every kind of user who doesn't already know perfectly how to use the TXMT stuff. Does this comment help you for your grouping thinking? =) | ||
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+ | [[User:niol|niol]] Lol... no worry... For most average content-makers, most of these material types won't be of any use even if they do know them... So, I don't see any problem... Just learn what they ever need. And learning all is unnecessary and inefficient. As you might have got some insights by reading some of their names, some are related to some in-game global material settings or not used in the fields of custom contents. And even "wallpaper" is not normally used in the game, but instead, "wallpaperBump" is more likely used. The latter has basically the bump-map feature more than the former. So, the two are more or less the same when bump-map is not used. | ||
+ | Grouping will help learners to gain insights of what certain materials are defaultly used, yet unnecessarily the only way(s) to use. Yeah, niol is crazy. If you check out the special recolours I've shown in my dls, you'll see my point about this. This's not about whether it's right to use a particular material type but about whether a particular known material type can do a job! | ||
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+ | After all, we'll make some tutorials or simple notes on the commonly used or needed for average users. Those highly specific ones can be discussed per request or need/demand. I doubt most average content makers need even know about some primitive material types at all until they wanna or need to mod the game in a more sophisticated way. | ||
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+ | Honestly, I don't know how to use most of them at all... :D still learning and experimenting a few unfamiliar ones which seem to be useful to me? :sweats: | ||
Revision as of 21:05, 17 November 2006
[under construction/ work in progress/ still underdevelopped]
Index of Material Types (in alphabetical order presently, or it may be changed)(should they be grouped according to their properties and functions and/or their sources?) Hint: search/find with the keystring: setDefinition ; These're the material types from the base game.
(Khaibit this is the overview so I guess people will pefer looking for properties and functions first to find what they're looking for - on the single pages linking back and cross should connect evrything without letting it become too complicated (to avoid: "beware, completely cross linked area" ;) ), I think.)
niol people may seek for material types to see if certain types of materials are used in certain game feature such as mirrors, terrains, etc... So, keeping the data viewable from as many ways as they can be can fulfill as many audience it can be. ... material parameters <-> graphical features <-> material types <-> material parameters ... We may tell what are known to work or not to work probably with known cases and/or sampler files. Let the users to explore what haven't been tried... That's why I like a table - fast and complete.
Khaibit You asked about 'how to group them in here' and then you answer your own question... :lol: As it's listed now I think it might be confusing so either adding a (directly linked) page where the stuff is listed by functions for those - as you call us dummies :D :P - who just know or not what they are looking for but they don't know which kind of Material Type is the right one for their purpose... clear?
niol Oh no, lol Khaibit, just realised I misunderstood what you said just because my eyes were jumping like the lottery balls...! Sorry... :slap me:
The way you said can already do the jobs. Also, I missed something not typed... I was wondering if it's good to list both lists:
one is categorised dependent on the properties and functions... while the another one will still be in alphabetical order. Basically, that's for one more way to sort.
Please forgive my bad reading and understanding... :a bunch of beautiful digital verbal flowers of your like(s):
Khaibit Thank you! *picks this bunch of sunflowers and poppys, puts it into a fantasy-vase and places this on on her desk* They're beautiful! Fine that you understood me at last (hopefully I'll do the same somewhen :D)
Topic: Alphabecial order of Material types listed by functions makes sense, doesn't it? ;) :p If both lists will be listed on the main page of this "Talk" they should have to be well seperated and the difference should be easy to notice but why not? Makes sense. So far I'm just still surprised how many different material types exist (I still couldn't find Phong textures in packages yet, argh!) and I guess the list makes the beginner-average user (who never saw several material types appearing during his/hers modding) feel confused and helpless so either/and an additional info already on this page in which kind of packages (like "For clothing", wall, object, pool tile, etc., additions if needed) the material type appears or/and grouping them by functions which are listed like little headlines and then the material types are listed for this function.As this will cause the one or other double listing an additional alphabetical list would make sense, I guess :D Clear how I mean it?
As is it looks like the listing now it's more like "It will take ages until I find what I'm looking for because now I'm confused and realised that I don't know what I'm looking for" for every kind of user who doesn't already know perfectly how to use the TXMT stuff. Does this comment help you for your grouping thinking? =)
niol Lol... no worry... For most average content-makers, most of these material types won't be of any use even if they do know them... So, I don't see any problem... Just learn what they ever need. And learning all is unnecessary and inefficient. As you might have got some insights by reading some of their names, some are related to some in-game global material settings or not used in the fields of custom contents. And even "wallpaper" is not normally used in the game, but instead, "wallpaperBump" is more likely used. The latter has basically the bump-map feature more than the former. So, the two are more or less the same when bump-map is not used.
Grouping will help learners to gain insights of what certain materials are defaultly used, yet unnecessarily the only way(s) to use. Yeah, niol is crazy. If you check out the special recolours I've shown in my dls, you'll see my point about this. This's not about whether it's right to use a particular material type but about whether a particular known material type can do a job!
After all, we'll make some tutorials or simple notes on the commonly used or needed for average users. Those highly specific ones can be discussed per request or need/demand. I doubt most average content makers need even know about some primitive material types at all until they wanna or need to mod the game in a more sophisticated way.
Honestly, I don't know how to use most of them at all... :D still learning and experimenting a few unfamiliar ones which seem to be useful to me? :sweats:
$mvMaterialDefinition (the material type variable for content viewer materials)
AnimatedTexture
BirdWingFlapVertexShaderMaterial
BoundGeomMaterial
CausticsGeneratorMaterial
CensorCompositingMaterial
CubeAlphaFalloff
CubeAlphaFalloffTexture
DeckFoundationPreviewMaterial
DirtyRectCompositingPass
FishSwimVertexShaderMaterial
Floor
floorGridBlackActiveLevel
floorGridWhiteActiveLevel
floorLocalGridBlackActiveLevel
FloorPool
FloorReflective (dead)
ImposterArrowMaterial
InverseTileGridMaterial
LightningIonization
LightningGlow
LightningCore
LotSkirtRoadMaterialDefinition
MirrorBackClearStencilAndSetDepth
MVLab-RenderToTexture
MVLab-RenderToTextureReflection
MVLab-Dimmer
NeighborhoodCanvas
NeighborhoodCanvasStraddle
NeighborhoodTerrainEdge
NeighborhoodTreeGUOBMaterial
NeighborhoodWaterEdge
NeighborhoodWaterTerrain
NHoodRoadMaterialDef
NHoodTerrainHighlightMaterial
NHoodTerrainLighting
Null
OverlayMaterialDef
OverlayShadowMaterialDef
PartiallyUnderWaterMaterial
Phong
PlumbBobAnimatedColor
PoolDepthLayerMaterial
PoolWaterSurfaceMaterial
ProjectiveShadowDef
RoofPreviewMaterialTopBoundary
SetFarZOnMirrorRTT
SetNearZOnMirrorRTT
SetStencilOnCensorRTT
SimpleMirrorReflection
SimSkin
SimStandardMaterial
SkyboxCompositionPassMaterial
SolidColorMaterial
StandardMaterial
StandardParticleModelMaterial
TerrainLighting
TerrainWater
TextureAlpha
TexturedMaterial
TileGridMaterial
uiHeadlineBillboardTest
uiHeadlineBillboardAnimationTest
VisColliderMaterial
VisDynamicallyDeformedMaterial
VisualizeGeomNormalsDef
WallMask
Wallpaper
WallpaperBump
WallpaperPool
WaterAnimatingTextures
WireframeMaterial
ZoomConeMaterial