How to make exportable materials in XSI
  
So I'm going to show you how to make new materials in XSI Mod Tool, Project them and then Export them. Before reading this tutorial, you must know how to
export with XSI mod tool.

You'll need:
-A model you're going to texture
-A Texture you want to your model (I'm also going to show you how to only project your texture and then use Crysis' default textures as the model's texture)

So first of all, have your model opened, it's better if you haven't made any materials to the model yet.
I have this simple house here:

It's divided into two parts; the walls and the windows. I want it to be made out of bricks and the windows should be black. So let's start.

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Press 3 when nothing is selected. That will change the interface to Render.

On the sidebar, press 'Texture->Add->Image'
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A menu will pop up

Press 'New' and 'New from file' and select your texture, I recommend you to put the texture(s) you're going to use to your map folder or to your mod folder in the Crysis' Game folder in case you're creating a mod.

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I have this brick texture, taken from the Game folder. It might not be the best choice but it's good for this tutorial. You can use almost any type of common image but I recommend you to use the jpg, tga, bmp or dds formats. The Crysis can handle the dds texture format best in-game so that is recommended. However, I've picked a jpg file for this tutorial.

Now it's time to project our model. Press 'New->UV' to create a projection. There's a wide range of projection you can use, pick the one that suits best for you, but since I'm going to reproject the model so the texture fits better, I'm just going to pick the UV as a temporary projection.

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After applying the projection, switch to 'Textured Decal' view:

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Then press the 'Create CryShader for selections' button.

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Now you can see that your texture looks a bit messed up.

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I want to reproject it so the texture fits correctly to the model.
Press Alt + 7 to bring up the Texture Editor.
Then press the 'Cubic Subprojection' button and select 'Best Fit' like shown here:

Note that you can use the other projections in case you have other type of models, such as spherical or cylindrical ones.

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Better now? Then I'd just like to scale it a bit. I'm going to press the 'S' button do that. If you want to rotate your texture, press the 'R' button and if you want to translate (move) it, press the 'T' button.
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Once you're happy with the projection you've created, you can close the Texture Editor.

If you want to create individual projections (for textures that contain many images, such as buildings with roof, doors and windows),
select the polygons you want to project and then the right projection type like shown here:

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You can modify any of the polygons like that.

Now, press the 'Modify->Materials' button.

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Then the Material View opens.

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Select the material called xx_CryShader and then double click the CryShader.
Then set the physics option. If your model is not very complicated, you can set it to have proxy (objects collide with your model then). To give your model physics, select the 'Physical Proxy' from the 'Physics' drop-down menu.

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Right click on the library's name and change it to whatever you want. Note that this is going to be your material's name in CE2 too.

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I'm going to create only projections for the windows, and edit the material in Sandbox 2 without using any actual textures in XSI. When I just press 'New UV Projection', it'll look like this:

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Then I'll project it, create a cryshader for it, give a proxy to it and, finally, export my model.
After exporting, press 'CryExport ALL Materials'.
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Then, let's open the editor and place our object to the level:

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Note: You can edit all the materials that you've exported, but remember to save them every time you modify them.
I've explained how to edit, create and handle materials
here.
Note that I've applied a black texture to my windows by editing the materials.

So I hope that this tutorial has helped, and if you got questions, leave me a comment or a PM :)


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