Type List
From the R2RePak thread in #research chat in the Northstar Discord by Rika.
type list:
version 12:
gen: the only known use of this is for loadscreens.
wld: used for map/world materials.
fix: unsure what this does but in titanfall 2 most materials have a 'fix' counterpart, probably something to do with rendering?
rgd: not officially supported in tf|2.
skn: this is what models use, so pilots, guns, etc.
version 16:
sknp: todo
wldc: todo
gen: todo
usage:
"type": "string"
note: most subtypes are cut because they're no longer needed.
subtype list:
fix:
nose_art: used for nose art on titans.
skn:
nose_art: used for nose art on titans.
usage:
"subtype": "string"
visibilityflags:
opaque: your material will be opaque.
transparent: your material will be transparent, required for nose art.
colpass: use this if it's a colpass material.
none: use this if it's a loadscreen material.
usage:
"visibilityflags": "string"
faceflags:
6: normal outward drawing faces
7: outward drawing faces, but wireframe.
16: this is used for nose art.
usage:
"faceflags": "HexAsString"
flags:
I would avoid messing with these. However, for the daring see below.
normal materials: 1D0300
loadscreens: 50300
usage:
"flags": "HexAsString"
flags2:
very important stuff. just ask and I will help with the values.
usage:
"flags2": "HexAsString"
emissivetint:
this is needed if you wish to have an emissive texture, the format is as follows:
"emissivetint": [rFloat, gFloat, bFloat, aFloat]
albedotint:
this is set to all '1.0' by default, only change this if you want to adjust the color, the format is as follows:
"albedotint": [rFloat, gFloat, bFloat, aFloat]
uv1transform:
if you are making a material with a detail/camo texture, the format is as follows:
"uv1transform": [xScaleFloat, unkFloat, rotationFloat, yScaleFloat, xTransformFloat, yTransformFloat]
surface:
the surface for the material, see scripts/surfaceproperties.txt (titanfall 2) or scripts/surfaceproperties.rson (apex) for a valid surface list.
usage:
"surface": "string"
surface2:
the same as surface but for edge cases where a secton surface is needed, same list applies.
usage:
"surface2": "string"
height:
the height of the material.
usage:
"height": Number
width:
the width of the material.
usage:
"width": Number
path:
the path of the material, if replacing an existing one this must match said material.
usage:
"path": "string"
example path: "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31"
colpass:
the colpass for the material, the path should be the same as whatever you intend to use as your colpass.
usage:
"colpass": "string"
example path: "models/humans/titanpilot_gsuits/pilot_medium_v_helmets/pilot_med_helmet_v1_skn_31_colpass"
textures:
this is an array containing strings for the textures you want to use, these must be valid, existing textures within the rpak you a creating.
there is a certain format to the texture array depending on what you are trying to do and what textures you are using, see below:
slot1 _col
slot2 _nml
slot3 _gls/_exp
slot4 _spc
slot5 _ilm
slot6 never used
slot7 never used
slot8 never used
slot9 never used
slot10 never used
slot11 never used
slot12 _ao
slot13 _cav/cvt
slot14 _opa
slot15 detail/camo
slot16 _dm_nml/_nml detail normal map
slot17 _msk detail texture mask
slot18 special use case
slot19 special use case
slot20 special use case
slot21 never used
slot22 never used
the following are used on blend materials, for maps only. it is a second texture to blend into the main one.
slot23 _bm blendmap
slot24 _col
slot25 _nml
slot26 _gls/_exp
slot27 _spc
so, for a material noramlly used on pilots the texture array will look like:
"textures":[ "_col",
"_nml",
"_gls",
"_spc",
"_ilm",
"",
"",
"",
"",
"",
"",
"_ao",
"_cav" ]
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