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Custom Material Handling

This section covers both Custom Parts and World Objects.

Custom Textured Materials

In Flyout's Appdata Directory / Mods folder

For world objects Go to World Objects / then to your world object / and create a folder named after the material.

For custom parts Go to Parts / then to your part / and create a folder named after the material.

Contents

Base.png - This is your main texture, if this file doesn't exist, the mod will take it from your original material.

(Optional) MaskMap.png - This unity article explains how a MaskMap is constructed (substance can export it directly)

(Optional) Normal.png - This is your normal texture.

Next, you want to name the appropiate meshes that you want to get the material in your 3d modelling program of choice.

Mi8 Keyword (on mesh) WOE Keyword (on mesh) Usage
:PC:yourFolderName: :C:yourFolderName: Regular Custom material, mainly for MaskMap and
:PCA:yourFolderName: :CA:yourFolderName: Alpha Cutout, good for: Trees
:PCO:yourFolderName: :CO:yourFolderName: Opacity, good for: Parts with varying transparency
:CV:yourFolderName: Vegetation (WIP, use PCA instead.)

Non-Textured Materials

Temporarily WOE exclusive: Will be available to Custom Parts in the future.

Keyword (on mesh) Usage
:CE:intensityNumber: Emissive Material, grabs current material's colour and creates a new material with same colour but emissive.
:Translucent:R:G:B:A: Translucent Material, requires Red, Green, Blue and Alpha values. (0-255)
:Water: Water Material, UV-size dependent so you have to mess around with that.
:FT_S:tileName: Terrain Material, *to be replaced with a better solution in the future.