Setting Up a Texture As a Wall, Floor, or Ceiling Material

Wizard version

Try using the Tile/Texture wizard on the Wizards menu.

It prompts you to create a new addon, and choose what sort of texture you are making on the first screen.
Lets you browse for some textures (anywhere on your hard drive) on the second screen. The diffuse texture is the important one.
You can then name your new texture.
And the defaults on the last two pages are fine.

Then you would just need to log on as a publisher, select your new addon from the ‘Current Addon’ drop down, and publish your addon.

After that you can start moviestorm normally, and try out your new floor/ceiling/wall texture.

Making your wall/floor/ceiling textures tintable

Once you have imported a material with the wizard, you might want to tweak it further, such as making it tintable.

First, you need to open the Tile Editor (from the Tools menu)
Then you need to find your materials; select one of Wall, Floor or Ceiling, depending on what your materials were set as.
Then find your addon in the left hand scrolling panel, and click it. (Note, you may need to restart the modders workshop after the original wizard was run for this to appear here)
The different materials should then be listed in the right hand panel; click the one you want to edit.
Then you can change the options as you would for a prop; to make a material tintable, tick the ‘Tintable’ check box, and then click the Diffuse button to select the default tint colour.
Once you have made your changes, you can click ‘save current material’.

In depth version

Materials are the textures that Moviestorm uses for walls, floors and ceilings. Within Moviestorm, when painting a wall, floor, or ceiling the files in each Addon’s “Materials” folders are all called upon, then grouped together and presented to you as choices of wallpapers, grass types, concrete, tintable surfaces, etc.

In order to have your texture show up as one of those choices it must first be placed in the correct folder, registered by type (wall, floor, or ceiling), and then logged into a kind of texture directory called a Materials.materials file. It’s these directories which Moviestorm calls upon in order to build your list of options when painting a wall, floor, or ceiling.

Creating Textures for materials can be difficult as they should be tilable. Consult your image editor’s documentation.


Creating a Material

The following steps apply to wall, floor, and ceiling materials but as an example we’ll start with a floor.

Create the appropriate folder structure - If you haven’t already, create an Addon folder as described above in “Setting Up Shop”. In this folder, mimicking the structure of the Base01 Addon, create each folder within the next until you have YOUR_ADDON_NAME\Data\Materials\Floor\Ground.

Add a texture to your Addon - Following the guidelines in Texture Sizes and Performance, create and save any image in YOUR_ADDON_NAME\Data\Materials\Floor\Ground and name it something like “TestTexture_Diff” (diffuse). If you’re using a .dds image, also save a smaller 200x200 .jpg of the image with exactly the same name in exactly the same location.

Create a Materials.materials file - This file uses XML and keeps track of Materials registered within it. To create this file use a text editor such as Notepad. Avoid using Wordpad as it sometimes adds additional characters and will break the XML. Open your editor and, if otherwise, create a blank document. Save this as “Materials.materials” (case sensitive) in YOUR_ADDON_NAME\Data\Materials\Floor\Ground. Note: If running Microsoft Visa, with User Account Control activated, you will most likely be unable to create this file. If so, disable User Account Control following Method #4 from this page. Note: The necessary act of creating a blank Materials.materials file will temporarily break Moviestorm. When you try to paint a floor and the Materials.materials files are called upon, the blank file stops Moviestorm from compiling your list of options. This is visibly noticeable as the floor options menu comes up blank. Once you’ve registered a texture as a material, the Modder’s Workshop writes its XML into the new Materials.materials and everything works correctly once again.

Register your texture as a Material - In the Modshop, along the top tool bar, pull down the “Tile Editor” menu and choose “Tile Editor”. The dialog box in the top left is confusing as it incorrectly states where the folders below actually are. Ignore it. To the right of that are your choices of “Floor”, “Wall”, and “Ceiling”. The default is “Floor”. Below this and to the left is a list of all of the Moviestorm folders which contain a Materials.materials file. Highlight the first Addon\Base01. It lists a Material and displays it on the floor grid. Now, locate and highlight YOUR_ADDON_NAME\Data\Materials\Floor\Ground. An empty folder will list the Materials from the last folder you selected. They’re not actually in your Addon folder.

Moving down, “sounds like” has only recently begun functioning, and along with “tile size”, I have yet to do any experiments. (???) (This section needs expanding)

Next, we have 2 places titled “Name”. Only the first one works. Fill in a name for your Material.

Apparently, of the 4 buttons down the side and the 3 ticker boxes across the top, “Tintable” is the only one which works in the “Tile Editor”. “Tintable”, allows you to tint the texture in the Set Workshop of Moviestorm.

Below the ticker boxes we have 4 dialog boxes; Diffuse, Specular, Emissive, and Normal. These are for different types of textures. The one you prepared and saved will be the Diffuse.

Press the browse button on the right side of the Diffuse dialog box. Browse to and choose Floor>Ground>YOUR_TEXTURE. The texture’s file path is now written in the dialog box. Note: The Workshop’s browsing function will, in specific situations, incorrectly write this path as C:\Program Files\Moviestorm\Data\Materials\etc. When this happens, the texture will appear as light grey. Check the path to insure that it starts at Data\Materials\etc. and if not, delete everything before “Data”.

Press the “Preview” button in the bottom left corner. Your texture should now appear, tiled across the floor grid. Going back up to “Shininess”, play with this but “0” will many times just turn a texture black. The remaining ticker boxes are generally used for textures applied to props. Down again, to the right corner, press “Save current material”.

Login as a Publisher. In the Master Browser’s Addon folder, locate the Addon, untick “Requires a License” and publish it for use. Now in Moviestorm, when you paint a floor, you can choose this Material.

Note: There is a problem with thumbnails that are created for materials. For all types of materials (walls, floors, and ceilings), the diffuse texture is used as the thumbnail, however, .dds images do not work correctly at this time. If you used a .dds, and followed the instructions above, Moviestorm will read the small .jpg that you created as the material’s thumbnail instead.

Continue to Modshop Beginners Guide - 4. Importing Sketchup Models
Continue to Modshop Beginners Guide - 5. Importing Other Models