The texture that applies to the ground on the map Ruins.
This category uses JSON files. JSON files are used to set additional information which can't be specified in the file itself. To use a JSON file, make a new file of file type .json with the same name as the file you are setting information for. For example, if you're setting custom information for the file rifle.png, you would make a new file named rifle.json. Inside the JSON file, you can set variables which will affect how the file is affected in-game. Each file page has an example of the default JSON it uses, so you can see which variables you can modify. Additionally, the table below shows all modifiable JSON variables for this category.
Name | Description |
---|---|
metallic | A number from 0.0 - 1.0. Determines how "metal-like" the surface is. When a surface is more metallic, it reflects the environment more and its colour becomes less visible. At full metallic level, the surface colour is entirely driven by reflections from the environment. You can specify which parts are metallic with the red channel in a metallic_map texture. |
smoothness | A number from 0.0 - 1.0. Determines how rough/smooth the surface is. You can specify which parts are smooth with the alpha channel in a metallic_map texture. |
tiling | A 2D vector. Specifies how much the texture repeats in the x and y direction. |
emissionColor | A hex color. The color that the material should glow. If you want have more than one color and intensity, you can use an emission_map texture. |
emissionIntensity | A number above 0. How bright the glow is. You should have this above around 1 for the glow be noticeable. You can specify which parts glow and what color they are with an emission_map texture. |