Skip to content

Textures

Names

_d, _n, and _s are a convention, not a requirement. A material slot will take any texture you assign.

Use the suffixes anyway. On import, the Resource Browser reads the ending and sets the compression and the map type:

File Map Slot
name_d Diffuse / base color (sRGB) DiffuseMap
name_n Normal map NormalMap
name_s Specular / gloss / metallic SpecularMap

pbr_shading and pbr_metallic both sample those three slots. pbr_metallic is the metallic workflow. If the three files share one name, choosing the _d in DiffuseMap fills NormalMap and SpecularMap for you. See Assign Textures.

On the _s map, red is metallic, green is smoothness, and blue is ambient occlusion. See Import Textures.

Put textures on a model

  1. Import the _d, _n, and _s files into the module's Assets in the Resource Browser.
  2. Open the material.
  3. Set the shader to pbr_shading, or to pbr_metallic when the _s map is metalness.
  4. Assign _d to DiffuseMap, _n to NormalMap, and _s to SpecularMap. Names that do not match still work if you pick each slot yourself.
  5. Under Material Shader Flags, turn on use_specular. Under Vertex Layout, turn on Bumpmap, and Skinning when the mesh is skinned (armor, clothing). The Set Settings screenshot lists both checkboxes.
  6. Save the material and the mesh.

Resize the texture on the object

Byako: you can if the texture scaler flag is activated on the material, then you can scale it with x/y on vector 2 arguments

Then in your game entity you can customize as needed:

You can also use z/w to displace the material.

I get "unable to save material" if i try to set anything diffrent on it and "save"

If it's a native material, you need to override it in the resource browser. Though in that case you'll need to publish the assets files along your scene.