Better material generation for basic rendertypes
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@@ -9,6 +9,10 @@ from .msh_material_ui_strings import *
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from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
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from .material_props_to_nodes_op import GenerateMaterialFromSWBFProperties
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UI_MATERIAL_RENDERTYPES = (
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('NORMAL_BF2', "00 Standard (SWBF2)", UI_RENDERTYPE_NORMAL_BF2_DESC),
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('SCROLLING_BF2', "03 Scrolling (SWBF2)", UI_RENDERTYPE_SCROLLING_BF2_DESC),
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@@ -167,7 +171,8 @@ class MaterialProperties(PropertyGroup):
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description="The basic diffuse map for the material. The alpha channel "
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"is either the Transparency Map, Glow Map or Gloss Map, "
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"depending on the selected rendertype and flags.",
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default="white.tga")
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default="white.tga",
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subtype='FILE_PATH')
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detail_map: StringProperty(name="Detail Map",
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description="Detail maps allow you to add in 'detail' to the diffuse "
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@@ -285,3 +290,7 @@ class MaterialPropertiesPanel(bpy.types.Panel):
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layout.prop(material_props, "texture_2")
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layout.prop(material_props, "texture_3")
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op_props = layout.operator("swbf_msh.generate_material", text="Generate Nodes")
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op_props.material_name = context.material.name
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