Level Editor/Panels/Materials
The Materials tab (bottom right) is the material library: every material you can put on a brush face, a path brush, a decal or a terrain layer. Here you pick the material the tools use, apply it, and make materials of your own.
The library
- Materials are shown as tiles on shelves, one foldable section per category, the way the Props tab shows models. Your map's own materials come first.
- Search name, category or tag: type words to show only materials whose name, category or tags hold every word ("wood floor", "grass").
- The category list next to the search shows All or one category, each with how many it holds.
- Hover a tile for a large preview of it.
- A tile that shows Material file not found is a material the map uses that is missing. See Missing assets.
- Refresh reloads the library.
Using a material
- Click a tile to select it. The selected material is the one the Material Brush, the Decal tool and new path brushes use.
- Double-click a tile to apply it to the selected faces (selected with Edit Face) or, with whole brushes selected, to every face of them.
- Apply to Selected Faces does the same as a double-click on the selected tile.
Making your own
Built-in materials cannot be changed: they are shared by every map. To change a color, a scale or a roughness, make a copy that belongs to your map. A map's own materials are saved with it and packed into its export.
| Button or menu item | What it does |
|---|---|
| New Material | A new blank material (plain gray) for this map, opened in the Material Editor. |
| New from Image | Choose an image (Choose an Image); a new material is made with it as the color texture. An image from outside the editor is imported into the map first. |
| Right-click > Duplicate and Edit | A copy of the material that belongs to your map, opened in the Material Editor. Glass is set up as see-through for you. |
| Right-click > Edit | Open the material in the Material Editor. For a built-in material, use Duplicate and Edit instead. |
| Right-click > Rename | Rename one of your map's materials (New material name:). Faces using it keep it. |
| Right-click > Delete | Delete one of your map's materials. If faces still use it, the dialog says This material is in use. and how much, then Delete anyway? Those faces will show the missing material until you reassign them. |
Material Editor
The Material Editor window shows the material's file at the top and all of its settings below, in the same kind of fields as the inspector: color (albedo) and its texture, roughness, metallic, normal map, transparency, emission, UV scale and offset, and the rest. Changes show on the map straight away.
It also has these:
| Setting | Type | Default | What it does |
|---|---|---|---|
| Footstep sound | List | Auto | What footsteps on this material sound like (and which bullet marks it takes). Auto works it out from the material's name; built-in materials are already known. |
| Remove texture color | Button | Replaces the color texture with a neutral gray copy and moves its color into the albedo color, so a color you pick replaces the painted one instead of tinting it. Only for your map's own copies that have a color texture. | |
| Team variants | List of teams | None | What each team's half of a mirrored map wears in place of this material. None: mirrored copies wear this material. Add team adds a team; the first one added makes this material team 1's. See Mirrored maps. |
Material picker
Some settings (a path brush's Top material, a decal's texture, a terrain or displacement layer) open the Select Material window: Click a material from your library (create new ones in the Materials dock). It shows the same shelves and search; click one to pick it, or Cancel.