Texture - Made up of Texture Binaries and attributes; extremely similar
to .TXTR files found in Jersey files and other applicable elements
- Can be used to find binaries for any textures
- Best practice is to search the SCNE for a .tga IF you suspect it
controls a texture you want to change. If the only TGA you can
find is a Pixelmap reference and it doesn’t have any attributes, it
cannot be edited, or it’s in a different SCNE
- You can easily implant a texture from a different SCNE by a
method we’ve coined ‘realignment’. I’ll discuss this in a future
guide dedicated entirely to implanting elements from one scne
into another.
Material - Contains instructions for displaying textures, RDM (Roughness)
Maps, normals, and reflection images
- DiffuseColor under a Material’s Parameter controls the coloring of
a model or a color filter over an existing image. DiffuseColor
values are [ R, G, B, A], which is Red, Green, Blue, and Alpha to
determine transparency. To set an object to the color you want,
find the color’s RGB value online, and then convert each value to a
percentage. Say you RGB code is 35, 145, and 21. You can
calculate the percentages of each color by doing Num/255. This
can allow you to easily experiment with re-coloring hud elements
and freshening things up.
- If the Model has an image, and it’s diffuse color is [ 1.0, 1.0, 1.0],
this means that the Image is displaying normally.
Model - Contains a list of all the models utilized in the SCNE, along with
attributes that determine positioning, scale, and rotation of the
model
- Can easily be modified via Scale, Transform, or Rotate commands