Material Editor

Material Editor

Status bar

Option

Description

Option

Description

Add

Adds a new item to the list.

Clone

Clones the selected item.

Rename

Renames the selected item.

Delete

Removes the selected item from the list.

Save

Saves all unsaved changes.

Close

Closes the window.

Common

Here you can choose the textures that will be used for wallmarks.

Items

Toolbar 

Option

Description

Option

Description

Back button

Undo selection.

Forward Button

Redo selection.

Find filter 

This is where you type in what you're looking for.

Х button

Cancel typing.

RMB Utils

Option

Description

Option

Description

Expand

Expands the current list.

Collapse

Collapses the current list.

Expand All

Expands all the lists.

Collapse All

Collapses all the lists.

Filter

Shows/hides the filter toolbar.

Plain Mode

Shows all items in alphabetical order without hierarchy.

Properties

Option

Description

Option

Description

Texture #0,1,2,3

Texture

The textures that will be used for wallmarks.

Frame Width

The width of the texture frame.

Frame Height

The height of the texture frame.

 

Toolbar 

RMB Utils

Materials 

Common physics properties.

Properties 

Option 

Description

Option 

Description

 

Name

The material name.

Vehicle Surface Type

Interaction types with vehicles:

  • grass

  • ice

  • mud

  • road

  • sand

  • tarmac.

Physic

Friction

The greater the Friction, the more resistance the object will experience while moving.

Damping

The greater the Damping, the higher the object's inertia.

Spring

Deprecated.

Collision

Damage Factor

Collision hit damage multiplier.

 

Visy

Transparency Factor

Deprecated.

Debug

Color

Color, which will be used in debug mode for painting materials.

RGBA

Collide Pairs

Items

All items in Exodus SDK are divided into two categories: static and dynamic. 

Static

Dynamic

Static

Dynamic

default

default_object

materials

creatures

levels

objects

To customize the properties of the colliding pair:

Properties 

Option

Description

Option

Description

Particles

 

Add

Adds the new wallmark.

Item 0

Name

Allows choosing the necessary particle.

Probability

The probability of the appearance of the particle from the whole list.

Constrained

Constrained = true means "local" (spawned particles will exist in local coordinates and follow the particle system, if it moves). Unconstrained particles will remain at the world coordinates and ignore the parent system's movement. For example, unconstrained particles would be smoke from a moving train. Constrained would be laser beam particles that follow the parent system as it moves.

Sound

Name

Playing sound during collision.

Marks

Texture

Allows you to choose the texture, which you set in the common tab.

Frames

Allows you to choose the necessary particles in the sprite sheet.

Size

The wallmark's size.

Flags

 

 

Bullets 

Items 

Types of cartridge

Item

 

Item

 

arrow

Arrows.

arrow_breakable

Explosive arrows.

brick

 

bullet

For assault rifle.

bullet_ball

For Tikhar.

bullet_buckshot

For shotgun.

bullet_fire

Fire from Molotov cocktail.

bullet_flamethrower

Particles from flamethrower.

bullet_flamethrower_main

"Center" wallmark from the flamethrower.

bullet_medium

From revolver and Bastard.

bullet_medium_big

From Valve.

bullet_paint

Used in prefab with paint.

 

bullet_paint_main

Used in prefab with paint.

bullet_rifle_fire

 

bullet_tihar_fire

Incendiary Tikhar bullets.

decoy

Tin can decoy.

default

Default.

dynamite

Dynamite.

dynamite_frag

Particles from dynamite.

electro_anomaly_frag

Particles from electro-anomaly.

empty

Deprecated. 

knife

 

macheta

Deprecated. 

melee

 

melee_free

 

shell

Default spent shotgun shell casings.

shell_shotgun

Shell casings for shotgun.

shell_small

Shell casings for revolver and Bastard.

shell_sniper

Shell casings for Valve.

volt

Electric discharge.

 

Properties 

Option

Description

Option

Description

 

AI Sound Type

How does AI react to this sound?

Ricochet Factor

The angle of possible ricochet.

Max Penetration Depth

The maximum size (in meters) of penetration of this material.

Back Effect

 

Particles

Additional particle that will appear behind the bullet.

Sound

Name

Additional sound for the "back" particle.

Back Mark

Marks

Texture

Additional properties for the "back" particle.



Frames

Size

Flags

Steps 

Properties 

Option

Description

Option

Description

Sound

Pitch Min

The minimum volume of steps.

Pitch Max

The maximum volume of steps.

Footmarks

Texture

 

Frames

 

Size

 

Flags

 

Walk, Run, Sprint, Crouch, Jump,

Landing, Crouch Landing, Step Sliding

Particles

Item 0, 1, 2...

Name

Allows you to choose the necessary particle.

Probability

 

Constrained

 

Sound

Name

 

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Exodus SDK © 2005-2023, 4A Games Limited. Developed by 4A Games®.
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Published by Deep Silver. Deep Silver is a division of PLAION GmbH, Austria. Deep Silver and Plaion are registered trademarks of PLAION GmbH.
Metro Exodus is inspired by the internationally best-selling novels METRO 2033 and METRO 2034 by Dmitry Glukhovsky.
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