Class CombatEntityMaterialData
java.lang.Object
org.boxutil.units.standard.attribute.CombatEntityMaterialData
For how to use custom material data for any combat entity:
CombatEntityMaterialData flag = new CombatEntityMaterialData();
// *here any setting for flag*
combatEntity.setCustomData(CombatEntityMaterialData.KEY, flag);
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For pass shading, add to tags in ship_data.csv or weapon_data.csv:
ogl_PassShading
dweller (for vanilla compatible)
See BoxDatabase.PASS_SHADING_FLAG
If any entity have any "pass shading" tags, all map is invalid.
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For block the normal map autogen, add to tags in ship_data.csv or weapon_data.csv:
ogl_NoAutoNormal
graphicslib_no_autogen (compatible)
See BoxDatabase.NORMAL_NO_AUTOGEN_FLAG
And then, they will use Z-vector for normal map(default normal).
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Field Summary
FieldsModifier and TypeFieldDescriptionintThe value less than or equals0for default texture: 0.0 emissive mask, 0.5 metalness and roughness.intThe value less than or equals0for default texture.static final StringintThe value less than or equals0for default texturebooleanThe valuetruefor pass shading in this frame, with ship weapon. -
Constructor Summary
Constructors -
Method Summary
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Field Details
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KEY
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normalMap
public int normalMapThe value less than or equals0for default texture -
complexMap
public int complexMapThe value less than or equals0for default texture: 0.0 emissive mask, 0.5 metalness and roughness. -
emissiveMap
public int emissiveMapThe value less than or equals0for default texture. -
passShading
public boolean passShadingThe valuetruefor pass shading in this frame, with ship weapon.
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Constructor Details
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CombatEntityMaterialData
public CombatEntityMaterialData()
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Method Details