Step 7: BF2 Materials
Now we know that our textures are always looking nice and working well we need to setup our 3p models to use the correct BF2 materials so when they are exported they all are working well in BF2.
All in all for our 3p models we need 3 different materials.
Normal Colour, spec and normal material
Alpha material applied to the bits with transparent parts.
ENV Map material applied to reflective parts like scope lenses etc.
All are going to be using the same textures but just in slightly different ways.
First select an empty material (or even better yet, the material already used by all your 3p models (and no others)) and select "BF2 BundledMesh" material type for it.
Then crate the following materials, first one called something along the lines of "3p_l85a2" (with no || bit after it, no need with this material setup, but in others you need
||Colormapgloss etc, but not here) and browse the correct colour and normal textures. The 2nd called "3p_l85a2||Alpha" which we will use on our transparent faces and the 3rd called "3p_l85a2||Envmap" which we will use on our scope lenses
First fully apply the normal "3p_l85a2" material to all your 3p models, and then go ahead and apply all the "3p_l85a2||Envmap" material to all the scope lenses:
And then apply the "3p_l85a2||Alpha" material to all the faces with transparent bits on them
Now when you export it should all be good, but keep in mind the little bits (ie, shader techniques) after your material name all depend on your texture setup and what you want it to do.
Not having any bit after our main material etc is because our spec is in our normal map which the default shader technique uses, "ColorMapGloss" uses the spec map out of the diffuse / _c texture's alpha for example so just keep this stuff in mind and any questions just ask