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Material Editor/Cant add COMP texture

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4
Hello good people,
I know I'm doing something dumb here but seriously this so painful!!
When I create a new material I can only add a Metal, Roughness, AO texture and not the usual COMP texture.
I also cant assign a surface type. Seems this material is not a ground type material.
What do I need to do to create a ground material where I can assign a COMP and a surface type?
 

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I think the Material Editor is broken. If so, that's a big problem.
 
Last edited:
A dev friend of mine joined the SU15 beta a couple months ago and was having the same problem.
 
Guess we can roll back right?
I think I’m on 0.24. Would this solve the issue?
(The SDK you download has nothing to do with the game itself, that does all the job-editors and compiler..tldr you don't really need to download anything to create sceneries and packages)

No way to rollback unfortunately
The best solution at the moment is clone a working material
 
No way to rollback unfortunately
The best solution at the moment is clone a working material
You can make a .material text file by cloning and altering the text.
XML:
<Material Version="1.4.0" Name="myDoorRollup" Guid="{c0f1ae67-0315-46c4-b8c2-9d5d8d1826b1}" SurfaceType="ASPHALT" Type="CODE_DIFFUSE" Metal="0.000000" Rough="0.000000" Opacity="1.000000" BlendMode="Transparent">
    <TagList/>
    <FlagList/>
    <TextureList>
        <Texture FileName="Textures\DOOR_ROOLUP_ALBEDO.PNG" Binding="MTL_BITMAP_DECAL0"/>
        <Texture FileName="Textures\DOOR_ROOLUP_COMP_NRM.png" Binding="MTL_BITMAP_NORMAL_ROUGH_METAL"/>
    </TextureList>
    <Attributes>
        <Diffuse Red="1.000000" Green="1.000000" Blue="1.000000"/>
        <Emissive Red="0.000000" Green="0.000000" Blue="0.000000"/>
        <UVOffset U="0.000000" V="0.000000"/>
        <UVScale U="1.000000" V="1.000000"/>
        <UVRotate>0.000000</UVRotate>
        <ExtraParameters>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
            <Parameter Value="0.000000"/>
        </ExtraParameters>
    </Attributes>
</Material>
The problem is the MTL_BITMAP_NORMAL_ROUGH_METAL material. The channels are pretty specific.
R=metallic
G=x-normal
B=roughness
A=z-normal

I made a C# program to combine the needed channels from a PBR COMP texture and a PBR Normal texture, and saves to the COMP's directory as a NRM. It's attached.
 

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