# Material Definitions

Material Definitions
Using material definitions you can specify looks and behaviour of the landscape materials.
Material Definition Components (Material.ocg)

TexMap.txt
  Lookup table for color indices in static and dynamic landscapes. Colors 0-127 are matched to a material-texture-reference. Colors 128-255 are matched to the same list of references only these are marked 'underground'.
  The engine will draw materials with a higher index above those with a lower index so that, e.g. using the standard table, rough chunks of earth will overlap water which has a smooth border. Mineral resources have an even higher index so that their rough border overlaps the earth and not the other way around. This is also the reason why there might be differing numbers of total pixels of a given material drawn than you might expect just from calculating the square sizes of the unzoomed map materials.
  If a custom map fails with the message 'texture n undefined' you should define the specified texture in the TexMap. You should always use a paint program capable of editing indexed color palettes without modifying the palette (MS Paint is not suited for this).
*.ocm
  The engine will accept up to 125 material definitions at a time. OCM files a simple text files. The materials Vehicle, Tunnel, Water, Snow, Granite, Sand, and Earth must always be available.
*.png
  There can be any number of textures in any material group. Width and height of each bitmap must be powers of 2 (that is 16, 32, 64, 128, 256, etc.).

Material-Texture-References
At numerous places in scenario definitions materials are specified with additional information on texture and amounts.

Material using an specified texture:
Earth-Rough
Material and texture with specified amount:
Gold-Rough=100
Multiple material definitions:
Earth-Smooth=10; Rock-Rough=5

Sven2
2002-04
matthes
2004-04