Help needed: understanding the IL2 .mat file
#1

Hello,

As my topic title says; I'm looking for help with IL2 .mat files.
What do the entries in the matfile mean?

Code:
[ClassInfo]
  ClassName
[General]
  tfDoubleSide 0
  tfShouldSort 1
  tfGameTimer 1
  tfDropShadow 0
[LightParams]
  Ambient 1.00
  Diffuse 1.00
  Specular 0.0
  SpecularPow 0
  Shine 0.0
[Layer0]
  TextureName .tga
  PaletteName
  Frame 0.0
  VisibleDistanceNear 0.0
  VisibleDistanceFar 10000.0
  //TextureCoordScale 0.0 0.0 78.0 1.0
  TextureCoordScale 0.0 0.0 16.0 1.0
  ColorScale 1.0 1.0 1.0 1.0
  tfWrapX 1
  tfWrapY 1
  tfMinLinear 1
  tfMagLinear 1
  tfMipMap 0
  tfBlend 1
  tfBlendAdd 0
  tfTestA 1
  tfTestZ 1
  tfNoWriteZ 1
  tfUpDateClear 0
  tfModulate 1
  tfNoTexture 0
  tfAnimatePalette 0
  tfAnimateSkippedFrames 1
  tfImageResident 0
  SubPictures 0
  tfCompressMajorAlpha      1
  tfNoCompress16Bit         1
  tfNoCompressARB           1
I have figured out a few, but I lack too much knowledge to effectively work with them.

Is there anyone who can help me out? Smile
Specifically i'm looking for the parts that set the scale of a texture attached to the .mat file and it's functionality. Smile

Thanks in advance,

Eexhaton
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#2

Hello, Eexhaton.

To scale any texture:
TextureCoordScale A B C D

Where:
A B are coordinates X and Y.
You can change the position of the texture and you need to change it if you change the size of the texture, because 0 0 is the upper left corner.

C D Scale for size X and Y
These numbers tell to the engine, how many textures are needed to fill the object on X and how many on Y, so if you need to increase the size of the texture, you have to reduce those numbers.
But if the entire object already is filled by only one texture, then if you reduce those numbers the texture will exceed the object and the texture will be cut.

tfWrapX E
tfWrapY F

Where E and F can be:
1 repeat the texture until to fill the object, 0 don't repeat.
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#3

Thanks Santobr, that is some useful information! Smile

If anyone has some additional information on any of the entries, please feel free to add them.
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#4

Need Help also....

I want to open my reticle.mat but I keep getting a Microsoft Access shortcut... and cannot open it... Is there another way to open this file I am missing? I see the code others are getting!!! GRRR

Any help would be appreciated

~S~
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#5

USN_Slider Wrote:Need Help also....

I want to open my reticle.mat but I keep getting a Microsoft Access shortcut... and cannot open it... Is there another way to open this file I am missing? I see the code others are getting!!! GRRR

Any help would be appreciated

~S~

Drag the .mat file over the notepad icon, or right click open with any text editor.

Hi Eexhaton, I have learned a little about this playing with effects, sorry for the traslation:

tfShouldSort the back cover
tfGameTimer is to continue moving gifs that when the game is paused
Ambient will see the colors
Shine At night the texture looks same as day
TextureCoordScale horizontal position (0-1), upright (0-1), number of columns and number of lines textures
AlphaTestVal distance that lies to where alpha is whiter (0-1)
tfMinLinear \
tfMagLinear \ is not noticeable in changing the resolution of distant and nearby
tfBlend gradually fades
tfBlendAdd is transparent over the more light giving more texture has transposed (for explosions)
tfTestA run the AlphaTestVal
tfTestZ not cover the object which creates
tfModulate apply alpha transparency
tfTranspBorder make a transparent frame around
tfTestZEqual when tfTestZ=1 makes the texture is showed

:beta:
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#6

Thx for the help socorrista!!! Got it open... Now how can I adjust the color of the reticle to change it? Do I just do this in the .mat file? or do other things need to be changed along with it?? .tga files??? Thx again... ~S~
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#7

[size=117]I don
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