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    Setting Unreal Material Bitfields

    Unreal Materials are differentiated by UV maps - each UV turns into an unreal Material (with a few exceptions - I'll get to those... ). There are currently 2 ways to do this. One is rather elegant, and tries to seamlessly blend the LW environment into Unreal's. The other is rather quick and dirty.


    Quick and Dirty: Using the Surface name

    This method mimics that used in the ActorX plugins for Maya and MAX (documentation here). I'll go over that stuff here just to be complete with it. Note that if you use this method, the UV name must fit the pattern of: SKIN[skin order number][parameterchunks]+

    You can put spacers between the chunks (I like to use underscores) but you don't have to.

    Unreal Material Bit LightWave UV map name part
    Skin ordering SKIN## - where ## is the skin's expected
    order in the .PSK
    Mutually Exclusive Bits (only the first found applies)
    Normal, 2-sided twosided
    Masked, 2-sided mask
    Modulation blended, 2-sided modul
    Translucent, 2-sided trans
    Normal, 1-sided default if none of the above ...
    Extra bits (all apply additively)
    Environment mapped envir or mirro
    Fullbrightness - no lighting unlit
    No bilinear filtering on this texture nosmo

    So ... for example: a UV named SKIN02_twosided_envir would be added as Mesh #2 in the .psk, and would have 2-sided, with environment mapping. That's it!


    Elegant and Convoluted: Using Lightwave's Surface parameters to define a material

    If you don't want to use the name to determine this stuff, you can use the following method. Note that this method doesn't guarantee any sort of Material ordering (yet).

    To designate the base set of bitfields for a Material, define a surface in LightWave with the same name as the Material. On that surface's Basic tab, I'm using the checkboxes and envelope buttons to determine which fields you want. You don't need to put anything in the envelope to tweak it, just press the [E] envelope button and then exit the panel that opens.

    Additionally, there exist specially named UVmaps that the exporter picks up on. If a poly has any of these UV maps applied, it's material will be copied, and that copy will have the extra bit(s) from these UVs in addition to the base ones. This is how you'd 'tweak' the materals on a per-poly basis without adding whole new UVs. Case is important.

    Unreal Material Bit LightWave equivalent
    Mutually Exclusive Bits (only the first found applies)
    Placedholder/Weapon poly polygon's surface is named: tag_weapon
    Normal, 2-sided Double Sided box checked
    Masked, 2-sided Transparent Envelope exists
    Modulation blended, 2-sided Refraction Envelope exists
    Translucent, 2-sided Transluscent Envelope exists
    Normal, 1-sided default for everything else...
    Extra bits (all apply additively)
    Environment mapped Specularity Envelope exists
    Special UV Map: FLAG_env
    Fullbrightness - no lighting Glossiness Envelope exists
    Special UV Map: FLAG_unlit
    No bilinear filtering on this texture Bump Envelope exists
    Special UV Map: FLAG_nofilter
    Flat surface Smoothing box is NOT checked
    Special UV Map: FLAG_flat
     
    Files, content and images on this site Copyright © 2001 Michael Bristol
    Please contact me for permission before redistributing it in any form.
    This software should not be considered release quality Take care using it!
    LightWave 3d is a trademark of NewTek
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