(MATD/txmt) property parameter: standard material: stdMatDiffCoef
[v3] 3 variables/3 reals
Known designed values:
0 =< n =< ... (infinity)
- 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,)
- 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"
Common Default Value(s)