| Vertex Material:
 | 
         
          |  This 
              is the Standard material or texture for the geometry in your scene. 
              It's important to realize that many items in here are co-dependant 
              on each other, some things only work when others are enabled and 
              to best get acquainted with it, experiment around to find the most 
              useful combinations.
 The "Args:" 
              (Arguments) window allows you to enter in specific information that 
              you'd want the mapper to do. When you see the Arguments listed in 
              here for each type, do not include the "( )" parenthesis 
              in your actual argument and the types are as follows: (float) - any real number, ex: 1.8
 (int) - any integer, e.g:: -.5
 (bool) - either TRUE or FALSE
 
 | 
         
          | Ambient: | Ambient 
            color is the color of the object's shaded portion. | 
         
          |  | 
         
          | Diffuse: | The 
            diffuse color is the color that the object reflects when illuminated 
            by lighting, the base color of the object. | 
         
          |  | 
         
          | Specular: | Disabled | 
         
          |  | 
         
          | Emissive: | Acts 
            as the base of the alpha levels in a map, however, It wont 
            be effected by light, similar to a self illumination shader in max. 
  NOTE: For in-game vertice coloring; If emissive is any color other than black, ambient and diffuse have 
            to be black.
 If emissive is black, ambient and diffuse may be any color, but the 
            colors must be the same color.
 | 
         
          |  | 
         
          | Opacity: | Sets 
            the opacity of the mesh, 1 = 100% opaque, and 0 = completely transparent. NOTE: Doesn't work with the shader 
            blending mode "opaque". Also note; when used in conjunction 
            with the "alpha test" shader blending mode, the texture 
            map you choose must have an alpha channel in it, for this to display 
            correctly.
 | 
         
          |  | 
         
          | Translucency: | Disabled | 
         
          |  | 
         
          | Shininess: | Disabled: 
            Controls the tightness of the specular highlights. | 
         
          |  | 
         
          | Specular 
              to Diffuse: | Obsolete | 
         
          |  | 
         
          | Stage 
            0 Mapping: | This area 
            is where you select the way the mesh will display in its environment. 
            Refer to the Shader tab (blend area) to adjust more properties and 
            to load a bitmap. | 
         
          |  A 
            note about mappers: When creating a Texture map for use with any type except "UV", 
            you must flip your map vertically so that it will appear upside down 
            in order for it to work correctly.
 | 
         
          | Stage 
              0 Mapping types:  | Also known 
            as "Mappers", Blending modes for the mesh in it's environment. | 
         
          | UV: 
  | For 
            use with UV Mapping coordinates | 
         
          | Environment: 
   | Uses 
            the normals to look up the environment map. Hotspot of light always 
            comes from top right no matter which direction the object or camera 
            is facing. Artist 
            Notes: It has a couple downsides. It 
            doesn't show the graduation of light across a flat surface as well 
            as a World Space environmental and when used in conjunction with camera 
            tracking the object, it wont appear to be as real because the light 
            source remains constant.
 | 
         
          | Classic Environment: 
   | Similar to 
            Environment; uses the reflection to look up the environment map, overall 
            object has more contrast, (better for simulating metallic objects) | 
         
          | Screen: 
   | Takes the screen coordinate and uses that 
              as the UV coordinate, this makes the map always facing the camera. Args: UScale=(float) 
              e.g: 3.0
 VScale=(float) e.g: 0.5
 UPerSec=(float) e.g: -0.1
 VPerSec=(float) e.g: 1.0
 | 
         
          | Linear Offset: 
  | Same 
            mapping type as "UV" except it allows you to make the texture 
            scroll across the map at a speed specified in the arguments box. The 
            Scrolling speed works on 1 unit per second basis. U is for horizontal, 
             positive values 
            move it left while (-) negative values move it right (based 
            on UV mapping coordinates). 
              V is for vertical, positive 
            values move it down while (-) negative values move it up(based 
            on UV mapping coordinates) 
            . 
 Args:
 UPerSec=(float) e.g: -0.3
 VPerSec=(float) e.g: 5.0
 | 
         
          | Silhouette: 
   | Obsolete, 
            not supported | 
         
          | Scale: NEW 
   | Scales 
            the UV coordinates, useful for detail mapping. 
 Args:
 UScale=(float) e.g: 3.0
 VScale=(float) e.g: 0.5
 | 
         
          | Grid: NEW 
   
 (e.g. Of a Grid Map)
 
   | For use with a "Grid 
              Bitmap" Similar to how the "Frame / UCoordinate" 
              works in the emitter system; 
              A grid bitmap  is divided into 
              individual frames that the computer reads as a grid,  
              left to right, top to bottom, one 
              frame at a time and displays each section of the grid as a single 
              frame, then the next frame then so on, until it cycles through back 
              to the beginning. This effect creates an animated map. You can Adjust 
              the speed of your map in frames per second (FPS).
 Args:
 FPS=(float) e.g: 29.5
 Log2Width=(int) e.g: 2
 
 Grid Map creation parameters: 
              (for use with all "grid" type maps.)1 = 2 X 2 (2 
              frames across 2 frames down)
 2 = 4 X 4 (4 
              frames across 4 frames down)
 4 = 8 X 8 (8 
              frames across 8 frames down)
 8 = 16 X 16 (16 
              frames across 16 frames down)
 | 
         
          | Rotate: 
            NEW 
   | Rotates a texture map 
              about a specified center. The speed of the rotation is measured 
              in radians per second, (e.g: 2 = 2 full rotations per second). Positive 
              values rotate counter clockwise while negative rotate the map clockwise.Note: by default the mapping coordinates center starts at the top 
              left corner of the map. To make it start in the center of the map, 
              make the UCenter and VCenter values of "0.5".
 Args: 
              Speed=(float) e.g: 2
 UCenter=(float) e.g: 0.5
 VCenter=(float) e.g: 0.5
 | 
         
          | Sine: NEW 
   | Moves 
            the texture map around in the shape of a lissajous figure. (You can 
            create figure 8's and such) 
 Args:
 UAmp=(float) e.g. 1
 UFreq=(float) e.g: 2
 UPhase=(float) e.g: 1
 VAmp=(float) 
            e.g. 1
 VFreq=(float) e.g: 2
 VPhase=(float) e.g: 1
 | 
         
          | Step: NEW 
   | Similar 
            to Linear Offset but jumps the map from location to location rather 
            than the smooth scrolling motion of linear offset. (Doesn't interpolate 
            between steps) SPS = steps per second. 
 Args:
 UStep=(float) e.g: 1.0
 VStep=(float) 
            e.g: 1.0
 SPS=(float) 
            e.g: 1.0
 | 
         
          | Zigzag: 
            NEW 
   | Similar 
            to linear offset but reverses direction periodically. 
 Args:
 UPerSec=(float) e.g: -0.3
 VPerSec=(float) e.g: 5.0
 | 
         
          | WS Classic Environment: NEW
 
   | World 
            Space normal environment map.  Map 
            coordinates generated procedurally. Similar to World Space Environment mapper.
 | 
         
          | WS Environment: 
            NEW 
   | World 
            Space reflection environment map. Artist Preferred over the environment mapper for the 
            following reasons:
 Good for use in scenes with camera tracking.
 Better with flat surfaces.
 
 | 
         
          | Grid Classic Environment: NEW
 
   | Animated 
            normal environment map. 
 Uses a "Grid 
            Bitmap" for animation.  This Combines the "Grid" 
            type mapper, with the "Classic Environment" type mapper. 
            Map coordinates generated procedurally.
 
 Args:
 FPS=(float) e.g: 29.5
 Log2Width=(int) e.g: 2
 | 
         
          | Grid Environment: 
            NEW 
   | Animated 
            reflection environment map. Works similar to "Grid Classic Environment" 
            but different. 
 Uses 
            a "Grid Bitmap" for animation.  This Combines the "Grid" 
            type mapper, with the "Environment" type mapper.
 
 Args:
 FPS=(float) e.g: 29.5
 Log2Width=(int) e.g: 2
 | 
         
          | Random: NEW 
   | Offsets 
            and rotates coordinates at random in a "step" like fashion,. useful for trying to make a map "shake".
 
 Args:
 UPerSec=(float) e.g: -0.3
 VPerSec=(float) e.g: 5.0
 | 
         
          | Edge: NEW 
  | Gives off 
            Fuzzy edges, can be used as a glow as well.  Uses the "Classic 
            Environment" mapping style but takes the top row of pixels in 
            the bitmap and looks only at that to produce its fuzzy edge effect. Artist tip: You can adjust 
            the VPerSec argument to create an nice "pulsing" effect.
 
 Args:
 UseReflect=(bool) e.g: true
 VPerSec=(float) e.g: 2.0
 | 
         
          |  | 
         
          | UV 
            Channel: | Select 
            the UV channel to use. | 
         
          |  | 
         
          | Args: | The "Args:" (Arguments) window allows you to enter in specific 
            information that you'd want the mapper to do. When you see the Arguments 
            listed in here for each type, do not include the "( )" parenthesis 
            in your actual argument and the types are as follows: (float) - any real number, ex: 1.8
 (int) - any integer, er: -.5
 (bool) - either TRUE or FALSE
 
 NOTE: 
            Only specific functions will work with certain 
            mapping types, (see the mapping types for a list of the arguments 
            allowed for that type). All arguments are CAse SENSitiVe, they have 
            to be typed in exactly as shown.
 New mappers will only work on the DX8 and WW3D2. Pre-DX8 viewers 
            will not work.
 | 
         
          |  | 
         
          | Stage 
              1 Mapping: | Same 
            properties as stage 0 mapping but Adds another stage so that you may 
            overlay and combine the two mappers. Stage 1 is considered to be the 
            "detailer" because it is usually used when extra detail 
            is needed. The advanced controls for Stage 1 Mapping are located in 
            the advanced section of the shader tab. | 
         
          |  |