Textures: |
Here
you can Load bitmaps and adjust their properties. |
Stage
0 Texture: |
Enable this if you wish
to use a bitmap on your mesh. |
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Stage
1 Texture (Detail Texture): |
Enable this if you wish
to use a secondary bitmap (detail texture)on your mesh. |
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None: |
Click this bar to browse
and select a bitmap. |
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Publish: |
This
button instructs the runtime engine to make this a "swappable"
texture. You are essentially publishing the existance of this texture
to the programmers. This must be enabled for any textures that may
need to be swapped or changed at runtime. |
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Display: |
This button
controls whether the (W3D shader) texture is visible in the Max viewport.
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Clamp
U: |
Nearly
Obsolete: For use in help with "T" junctions in geometry,
Keeps the map to running across the U coordinate of the geometry in
a linear way as to not have minimal seams showing. |
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Clamp
V: |
Nearly
Obsolete: For use in help with "T" junctions in geometry,
Keeps the map to running across the U coordinate of the geometry in
a linear way as to not have minimal seams showing. |
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No
LOD: |
Tells
it that there there is no L.O.D. associated with this material. |
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Frames: |
This spinner can be used to specify
that the texture is animated. If you specify a number of frames greater
than 1, the texture is assumed to be animated and the other frames
for the animation will be generated from the filename you specify
for the texture (.tga sequence) . You should use the first frame of
the animation as the texture you use in Max. |
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Rate: |
Lets you set the frame rate for the
frames you will be using, (tga sequence). |
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(drop
down list): |
For
use with Tga sequences. |
Loop: |
Loops
the tga sequence from begining to end, then back to beginning, ect. |
Ping-Pong: |
Tga
sequence starts from beginning, goes to end, then goes through the
frames in reverse, back to begining, ect. |
Once: |
Tga
sequence starts from beginning, goes to end, then stops, ends on last
file in sequence. |
Manual: |
Manually
enter the tga frame for it to cycle through. |
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Alpha
Bitmap: |
A
sort of compression tool for the alpha channel in a bitmap. If enabled,
It tells the alpha to either be on or off, reducing it to 1 bit rather
than 8. |
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Pass
Hint: |
These selections do not produce visible results.
It is used to help optimize the code by specifying what type
of pass it is so that it doesnt search to see what type of pass it
is. |
Base Texture: |
This
is the Default and most commonly used. This is just your normal texture. |
Emissive Lightmap: |
This
specifies top the code that the texture is basically just a shadow. |
Environment Map: |
This
specfies to the code that the texture is basically a reflection map. |
Shineyness Mask: |
This
specfies to the code that the texture is basically a shineyness map. |
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