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drc_PlayerSpray

Vuthakral edited this page Jan 23, 2022 · 1 revision

Using predefined materials in the Draconic Base

Notes

$basetexture is automatically assigned by this system, and as such it is not usable within your material.

Predefined materials

The Draconic Base will come with several predefined materials for PlayerSpray to function with. These are good for general application, but if you need a unique mask for the spray I suggest skipping to section 2.

Metal

  • models/vuthakral/spray_metallic -- Shiny, reflective. No grunge.
  • I'll add more in the future lmao

Setting up your own material

Example Usage 1

Applies a spray with no shading.

"VertexLitGeneric"
{
	$translucent 1

	Proxies
	{
		drc_PlayerSpray{}
	}
}

Example Usage 2

Applies a spray with phong shading & cubemap reflections.

"VertexLitGeneric"
{
	$translucent 1

	$phong	1
	$phongboost	3
	$phongexponent	35
	$phongfresnelranges	"[ .3 .3 .1 ]"

	$envmap env_cubemap
	$cubemaptint	"[ .1 .1 .1 ]"

	Proxies
	{
		drc_PlayerSpray{}
		drc_ReflectionTint
		{
			resultvar	$envmaptint
		}
	}
}

Example Usage 3

Applies a spray with phong shading & cubemap reflections, and utilizes the detail channel to apply a grunge mask to both the diffuse & alpha.

"VertexLitGeneric"
{
	$translucent 1

	$detail	"models\vuthakral\halo\characters\sangheili\emblem_mask"
	$detailscale	1
	$detailblendmode	2
	$detailblendfactor	0.15

	$phong	1
	$phongboost	1
	$phongexponent	1
	$phongfresnelranges	"[ 1 1 1 ]"

	$envmap env_cubemap

	Proxies
	{
		drc_PlayerSpray{}
		drc_ReflectionTint
		{
			resultvar	$envmaptint
		}
	}
}
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