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Where does the Z-Bias line appear in the X file? What does it look like?
I assume it is a separate entity and is part of the FSXMaterial coding;
example cube:
I assume it is a separate entity and is part of the FSXMaterial coding;
example cube:
Code:
Material Material_001 {
0.640000; 0.640000; 0.640000; 1.000000;;
96.078431;
0.500000; 0.500000; 0.500000;;
0.000000; 0.000000; 0.000000;;
FS10Material {
0.640000; 0.640000; 0.640000; 1.000000;;
0.500000; 0.500000; 0.500000;;
96.078431;
1.000000; 1.000000; // Detail and bump scales
1.000000; // Reflection scale
0; // Use global env
0; // Blend env by invdifalpha
0; // Blend env by specalpha
1; 0; 0; // Fresnel affects dif - spec - env
0; 0; 0.000000; // Precipitation...
0.000000; // Specular Map Power Scale
"One"; "Zero"; // Src/Dest blend
BlendDiffuseByBaseAlpha { 0; }
BlendDiffuseByInverseSpecularMapAlpha { 0; }
AllowBloom { 0; }
SpecularBloomFloor {
0.900000;
}
EmissiveData {
"AdditiveNightOnly";
}
AlphaData {
0; // ZTest Alpha
0.000000; // Alpha test threshold
"Never"; // Alpha test function
0; // Perform final alpha write
255.000000; // Final alpha value
}
Z-Bias {
-1.000000; // Z-Bias
}
EnhancedParameters {
0; // Assume vertical normal
0; // Z-Write alpha
1; // No Z-Write
0; // Volume shadow
1; // No shadow
0; // Prelit vertices
}
BaseMaterialSkin {
0; // Skinned
}
DoubleSidedMaterial {
0; // Double sided
}
BlendConstantSetting {
0; // Blend constant
}
ForceTextureAddressWrapSetting {
0; // Force texture adress wrap
}
ForceTextureAddressClampSetting {
0; // Force texture adress clamp
}
BaseMaterialSpecular {
0; // AllowBaseMaterialSpecular
}
NoSpecularBloom {
0; // Allow specular bloom
}
EmissiveBloom {
0; // Allow emissive bloom
}
AmbientLightScale {
1.000000;
}
DetailTextureFileName {"14Skyway.dds";}
} // End of FS10Material
}
} // End of Cube material list
