* Material name should match the texture name that the world uses without the extension. Eg For "block.bmp" the material name would be "block". This way when the world renders, it checks for the existence of a material. If one exists, it uses the material definition instead of the single texture. If one does not exist, it should use standard Genesis texturing.
* A material defintion would look something like this:
Code: Select all
material blocks.bmp
{
texture blocks.bmp
alphamap blocks_a.bmp
specularmap blocks_s.bmp
bumpmap blocks_b.bmp
// This is a comment
mass 1.0
friction 0.1
receiveshadows true
}
I have a lexical analyzer and a parser that I wrote that can assist you.