For
"legacy" materials (found in THPS4 - THAW), a
material can have up to
four passes.
A
pass, or
texture slot, references a single
image and stores properties that can be changed in
NXTools.
The
properties shown above are:
Color
The
color of the pass. This effectively controls the
tint of the layer.
Blend Mode
How the pass will be
applied onto previous passes.
Think of
layer modes in image editors such as Photoshop. A material's passes will be
layered on top of each other, with the
blend mode affecting how this occurs for each layer.
See the
Blend Modes section below for more details and a visual explanation.
UV Mode
Affects the behavior of the
UV's on the pass when exceeding the canvas bounds.
Wrap will cause the image to repeat infinitely.
Clip will cause the image to stretch infinitely with the pixels found on the image's edge.
Clipping can be performed on one, or both, of the image's
axes:
Clip X will clip the image on the horizontal axis. (Left and right)
Clip Y will clip the image on the vertical axis. *(Up and down)*
Clip XY will clip the image on both axes.
See the
UV Clipping section below for more details and a visual explanation.
Fixed Amount
Sets the fixed
alpha value for
"Fixed"-type blend modes.
Each pixel on the pass will have this
alpha value, regardless of the original alpha on the texture.
Mipmap Bias
Affects the
bias when determining which
mipmap to use for the texture.
Textures typically have lower resolution versions called
mipmaps which are seen at a distance or at certain angles. The
Mipmap Bias value can alter the distance at which certain resolutions are seen.
Negative values will generally make distant textures appear sharper.
Positive values will generally make distant textures appear blurrier.
The general concept of
mipmaps deserves explanation in a separate document. This is a somewhat niche and technical setting that applies to those familiar with graphics pipelines.
EnvMap Vector
Affects the
scaling of environment map effects.
For
reflections and passes that use an
environment map effect, this affects the tiling of the final image.
Smooth
Has seemingly no effect.
Decal
Has seemingly no effect.
Transparent
Marks the material as
transparent. This only has an effect when used on the
first pass.Transparent materials are essentially "partially transparent" and rendered differently from other materials. A material's
draw order comes into play heavily when using this form of transparency.
This should be used for glass, godrays, or anything that has
transparency without hard edges.
Environment Map
Uses an
environment map effect on the pass. The pass will have a "reflection" effect when the camera rotates.
Modifying the
EnvMap Vector of the pass will affect the tiling of its reflection.

UV Wibble
Applies
UV wibbling to the pass. Essentially used for
panning or
scrolling textures.

Enabling this parameter exposes various new properties. See the
UV Wibbles section below.
VC Wibble
Applies
vertex color wibbling to the pass. Unsupported in
NXTools for now.
VC wibbling effectively animates the mesh's raw
vertex colors over time. This type of wibbling has a variety of effects but can be used for fading lights, color-changing textures, and more.
Ignore Vertex Alpha
Prevents
vertex alpha from affecting the opacity of the pass.
This parameter becomes useful in situations like
terrain blending, where the alpha of the first pass should remain
intact while the alpha of the second pass is modified.
This effectively allows certain passes to be "painted onto" other passes using vertex alpha.
Color Locked
Locks the color of the pass and prevents any sort of color changes.
The effect of this parameter varies depending on whether or not the material is used on
level geometry.For level geometry, this marks the pass as full bright. Level brightness will not affect it.
For skinned meshes, this prevents Create-a-Skater coloring from tinting the pass.
Animated Texture
Marks the pass as a frame-by-frame
animated texture.This parameter allows the use of frame-based animation, cycling between multiple images over time.
Time values for each
frame can be specified to affect animation speed.
Enabling this parameter exposes various new properties. See the
Animated Textures section below.