Documentation:
Getting StartedStatic GeometryAnimated GeometryCharacter TopicsMaterials and TexturingMiscellaneous Topics |
Material Naming Convention:When exporting materials, you must use the CryEngine material naming convention (see below). CryBlend has a tool that automatically applies this naming convention for you. From CryBlend select Material Utilities -> Do Material Convention.
Note: The symbol __ is a double underscore. That is, two underscores one after another. Key Words:exportNode - the name of the Export Node that contains your object.
ID - a unique material ID, starting at 01 and incrementing for each unique material in your object. materialName - the actual name of your material seen in CryEngine. physicType - the type of material physics you want your object to have. Choose between: physDefault, physProxyNoDraw, physNoCollide, physObstruct, and physNone. Physics Types:physDefault - the object itself is used as a physics proxy. This can be expensive for complex objects, so use this only with simple objects like cubes or if you really need to fully physicalize the object.
physProxyNoDraw - the object is used exclusively as a collision proxy and is not visible in game. physNoCollide - the object is treated as a special purpose proxy which does not collide with other objects but can be used to detect player-object interaction (e.g. for touch-bending). physObstruct - the object is treated as soft cover and blocks AI view (e.g. in dense foliage). physNone - the object is rendered but has no physics. |