====== Material (DED) ====== Definitions specify the properties of a material built from one or more textures, for use on the surfaces of world maps (floors, walls etc...). The focus of this article is to detail how these properties are exposed to mod authors and the specifics of the syntax. ===== Core concepts ===== A material is an abstract concept which replaces the id Tech 1 mechanism of directly attributing [[texture]] resources to map surfaces. Please see the [[material]] documentation for details on their use(s) and the mechanics of the abstraction with regard to mod compatibility. Using materials one is able to layer textures in a //dynamic//, "logical material" which can be applied to a world surface. (In contrast to a texture, which is a //static// composite of one or more graphics). Materials exist entirely independently from any textures attributed to their [[#layer|layer]]s. This means one can reuse the same textures in **multiple** Materials. **Note for modders**: The term 'texture' in Doomsday refers to **any** graphic resource which has been loaded for use as an in-game texture. Graphics composited from several [[patch]]s according to TEXTURE1/2 definitions are a type of texture. ===== Syntax ===== {{page>material_syntax}} ===== Examples ===== A simple 128x128 Material composed of a single non-animated texture layer: Material { Id = "Textures:MyMaterial"; Height = 128; Width = 128; Layer { Stage { Texture = "Textures:BROWN1"; } } }