en:games:star_trek_armada_1:modding:sod_files
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en:games:star_trek_armada_1:modding:sod_files [2025-03-23-15-28] – 7saturn | en:games:star_trek_armada_1:modding:sod_files [2025-03-31-20-25] (current) – [Lighting Materials] 7saturn | ||
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Note: Lighting materials are usually not unique to a specific SOD but used by multiple SODs. As this is the case, loading can be expedited considerably by not loading lighting materials anew for each SOD, but looking for already loaded materials from previously loaded SODs. One implication of that is, that the materials are consistent across SODs. One special aspect about this is the file // | Note: Lighting materials are usually not unique to a specific SOD but used by multiple SODs. As this is the case, loading can be expedited considerably by not loading lighting materials anew for each SOD, but looking for already loaded materials from previously loaded SODs. One implication of that is, that the materials are consistent across SODs. One special aspect about this is the file // | ||
+ | **Note**: While the above definitions work just fine with colors, one thing that is not immediately obvious is how team colors are created. Any material whose name starts with //team_// will be colored with the team color. This means, there can be multiple, different materials, that will exhibit the team color. Applying such a material to a mesh will make it glow in the color of the team. | ||
==== Nodes ==== | ==== Nodes ==== | ||
The third section in an SOD are the nodes, which have various implications on the behavior of a unit or station, including things like firing direction, damage indicators, mesh referencing or LODs used. They come in five different types. | The third section in an SOD are the nodes, which have various implications on the behavior of a unit or station, including things like firing direction, damage indicators, mesh referencing or LODs used. They come in five different types. |
en/games/star_trek_armada_1/modding/sod_files.txt · Last modified: 2025-03-31-20-25 by 7saturn