Material Editor

Status bar

OptionDescription
AddAdds a new item to the list.
CloneClones the selected item.
Rename Renames the selected item.
Delete Removes the selected item from the list.
SaveSaves all unsaved changes.
Close Closes the window.

Common

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

Items

Toolbar 

OptionDescription
Back buttonUndo selection.
Forward ButtonRedo selection.
Find filter This is where you type in what you're looking for.
Х button

Cancel typing.

RMB Utils

OptionDescription
ExpandExpands the current list.
CollapseCollapses the current list.
Expand AllExpands all the lists.
Collapse AllCollapses all the lists.
FilterShows/hides the filter toolbar.
Plain ModeShows all items in alphabetical order without hierarchy.

Properties

OptionDescription
Texture #0,1,2,3TextureThe textures that will be used for wallmarks.
Frame Width

The width of the texture frame.

Frame Height

The height of the texture frame.


Toolbar 

Find filter This is where you type in what you are looking for.
Х button

Cancel typing.

It is VERY easy to forget about clearing the Find field and then spend minutes wondering where all the properties are!
So, be sure to clear it up from any words or letters after locating the property you have been looking for. What you type into this field works as a filter, showing you only a handful of properties, that correspond to filter.
Use the |X| button or your Del key on a keyboard to clear the field.

Shows only the properties that were changed.

RMB Utils


Reset to DefaultResets the property to the default value.
CopyCopies the value to the selected property.
PastePastes the value of the selected property.
Export PropertiesOutdated.
Import PropertiesOutdated.
Edit HintEdits the hint for the selected property. Hints are stored here: tools/editor/meta/props_metadata.lua
Show DescriptionDisplays the hint for the selected property on a separate panel.
Add to Highlight ListAdd the selected property to the highlighted list.
Show Highlighted OnlyIf enabled, this will show only the highlighted properties.
Edit Custom CaptionAllows you to rename a property.
Clear Custom CaptionResets the name of a property to default.
Disable Custom CaptionsDisables the display of custom captions.
Show Advanced FilterEnables the display of the advanced filter. This is where a list of all properties is sorted into categories.

Materials 

Common physics properties.

Properties 

Option Description

NameThe material name.
Vehicle Surface Type

Interaction types with vehicles:

  • grass
  • ice
  • mud
  • road
  • sand
  • tarmac.
PhysicFrictionThe greater the Friction, the more resistance the object will experience while moving.
Damping

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

SpringDeprecated.
CollisionDamage Factor

Collision hit damage multiplier.


VisyTransparency Factor

Deprecated.

DebugColor

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. 

StaticDynamic
defaultdefault_object
materialscreatures
levelsobjects

To customize the properties of the colliding pair:

Properties 

Option

Description
Particles
AddAdds the new wallmark.
Item 0NameAllows choosing the necessary particle.
ProbabilityThe probability of the appearance of the particle from the whole list.
ConstrainedConstrained = 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.
SoundNamePlaying sound during collision.
MarksTextureAllows you to choose the texture, which you set in the 80150596 tab.
FramesAllows you to choose the necessary particles in the sprite sheet.
SizeThe wallmark's size.
Flags


Bullets 

Items 

Types of cartridge

Item
arrowArrows.
arrow_breakableExplosive arrows.
brick
bulletFor assault rifle.
bullet_ballFor Tikhar.
bullet_buckshotFor shotgun.
bullet_fireFire from Molotov cocktail.
bullet_flamethrowerParticles from flamethrower.
bullet_flamethrower_main"Center" wallmark from the flamethrower.
bullet_mediumFrom revolver and Bastard.
bullet_medium_bigFrom Valve.
bullet_paint

Used in prefab with paint.


bullet_paint_main

Used in prefab with paint.

bullet_rifle_fire
bullet_tihar_fireIncendiary Tikhar bullets.
decoyTin can decoy.
defaultDefault.
dynamite Dynamite.
dynamite_fragParticles from dynamite.
electro_anomaly_frag Particles from electro-anomaly.
emptyDeprecated. 
knife
macheta Deprecated. 
melee
melee_free
shellDefault spent shotgun shell casings.
shell_shotgunShell casings for shotgun.
shell_smallShell casings for revolver and Bastard.
shell_sniperShell casings for Valve.
voltElectric discharge.


Properties 

OptionDescription

AI Sound TypeHow does AI react to this sound?
Ricochet FactorThe angle of possible ricochet.
Max Penetration DepthThe maximum size (in meters) of penetration of this material.
Back Effect
Particles Additional particle that will appear behind the bullet.
SoundName

Additional sound for the "back" particle.

Back MarkMarks Texture Additional properties for the "back" particle.



Frames
Size
Flags

Steps 

Properties 

OptionDescription
SoundPitch MinThe minimum volume of steps.
Pitch MaxThe maximum volume of steps.
FootmarksTexture
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
SoundName
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