Material Editor
Status bar
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 |
|---|---|
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 |
|---|---|
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 | |
|---|---|---|
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 | |
|---|---|---|
| Name | The material name. |
Vehicle Surface Type | Interaction types with vehicles:
| |
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 |
|---|---|
default | default_object |
materials | creatures |
levels | objects |
To customize the properties of the colliding pair:
Properties
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 |
|
|---|---|
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 | ||
|---|---|---|---|
| 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 | |||
|---|---|---|---|---|
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 |
| ||