SOD Node Cheat Sheet
Moderators: thunderchero, MrVulcan
I wrote a small tutorial about team colors a long while back. It was on the Armada Universe forums. Unfortunately the link to the archived forums isn't working. I have emailed the site administrator about the broken link. Hopefully he will be able to direct me to where the forums are stored. I don't remember all that I wrote about it there, so I would like to use it as a reference to write an updated version here.
For team colors (via 3d studio max) name object you want to have team color one of the following: team_fed, team_kling, team_rom, team_borg
(other options of team_xxx may work but I have not tried yet...)
In the material editor name the material the same as the object: team_xxx (fed, borg, rom or kling) and after clicking on your selection for bitmap for diffuse color, rename that tab the same as others. When model exports it should have team color in that area.
(other options of team_xxx may work but I have not tried yet...)
In the material editor name the material the same as the object: team_xxx (fed, borg, rom or kling) and after clicking on your selection for bitmap for diffuse color, rename that tab the same as others. When model exports it should have team color in that area.
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- Cadet 3rd Year
- Posts: 63
- Joined: Mon Apr 26, 2004 2:00 am
Re: SOD Node Cheat Sheet
Not sure anyone still comes here but I have recently decided to start modding again. So I have updated the SOD Node Cheat Sheet with a few more things. I have edited the post above to include these updates and changes.
AIO Mod Author
- MrVulcan
- Site Administrator aka Fleet Admiral
- Posts: 660
- Joined: Fri Apr 25, 2003 2:00 am
- Location: TO CA
Re: SOD Node Cheat Sheet
Hey JkerPlay,
I made extensive use of your original cheat sheet back in the day. Glad to see you're back around and making updates
welcome back
May I suggest a few expanded descriptions for the render materials? These are from the SOD exporter script manual
I made extensive use of your original cheat sheet back in the day. Glad to see you're back around and making updates

May I suggest a few expanded descriptions for the render materials? These are from the SOD exporter script manual
- default - Same as alphathreshold. Might render faster. If > 50% alpha, texture is solid. < 50% alpha, texture is invisible.
- opaque - Ignores the alpha component. Not transparent
- nofilter - Does not stretch the texture when zoomed in. Makes texture look pixellated when stretched a lot, but should be faster and can have some other uses.
- additive - Adds the RGB values to background. Makes object appear light/bright and transparent.
- add_nomipf - Unknown. Probably additive with no filter. Combination of the above two.
- translucent - Unknown
- atmosphere - Used on A2 atmospheres?
- fog - Subtractive filter. Opposite effect to additive.
- alphathreshold - Makes objects transparent below 50% alpha value.
- wireframe - Renders the wireframe of the mesh.
- interface - Used on all interface sprites. Similar to alphathreshold.
- cloaked - the mesh with the cloak effect.
- wormhole - Unknown, but similar to alpha and used on stock wormholes.
- alpha - Renders the semi-transparent textures properly (no cutoff).
- alpha_nof - alpha with nofilter.
Re: SOD Node Cheat Sheet
The mining station on my Borg Unimatrix Modular Complex used something similar when processing the freighter.
There were a few projects I never finished that I want to come back to.
There were a few projects I never finished that I want to come back to.
AIO Mod Author
Re: SOD Node Cheat Sheet
Thanks for the info jokerplay!