It is possible to use complex materials in Realxtend, with for instance specular map, normal maps, alpha maps etc
To accomplish that it’s required to use an Ogre’s material script. The easiest way is to choose one from the examples included in the Rex viewer. They can be found in the installation folders of Realxtend viewer : RealXtend\media\materials\scripts.
This is a step by step tutorial for utilize a material with diffuse, normal and specular maps.
The diffuse map is an rgb file with the colors of the object (the base texture). The normal map give relief informations and it’s another rgb file. The specular map, that sets the shine values it’ s a grayscale file (what is white shines, what is black doesn’t) .
1/ Launch Realxtend viewer and log into a server where you have the right to build (rexpioneers for example!)
2/ Go into the menu « File » then « Upload Material Script »
3/ Search into the folder « RealXtend\media\materials\scripts » of your Rex viewer and choose a material script called « SSDiffSpecmapNormal.material ». A pop-up window opens, click on « Upload ».
4/ Go into the menu « File » then « Bulk Upload » (it allows to upload several files together). Select your 3 textures (a base map, a normal map and a specular map) and upload them.
5/ Open your inventory.
You must have a material script there called SSDiffSpecmapNormal. Right-click on it, then choose « Edit Parameters ».
6/ In the Material Script Editor, double-clic on “baseMap”. A “baseMap” field appears at the bottom of the window. Drag and drop the diffuse map from your inventory to the base map field. Do the same for the normalMap and specularMap.
7/ At the top of the Material Script Editor, change the name of the material and click enter (if you don’t you won’t be able to save the material).
8/ Clic on “Save As”.
9/ Select an object, right-clic on it and choose “Edit”. Go to the “reX” tab then to the “Material” tab inside it. Drag and drop your new material from your inventory in the first field (if you want to apply the material to the first UV set of the object).
10/ You now should see your object with the combined textures you have uploaded. See the example below :

Tutorial made with Realxtend viewer and server 0.4 by Edwige Lelièvre from ENER ENSAD team
#1 by Kelly Brown at June 13th, 2009
The best information i have found exactly here. Keep going Thank you
#2 by Thomas at June 15th, 2009
A really good piece of information.
What I would like to know is, if you have a model with 2 or more UV sets, can you then assign 1 material script including all texture information for all UV sets to aviod the “puzzle” which texture fits into which slot?
#3 by zitromat at June 15th, 2009
If i understood correctly the question… i think the answer is no: each material always have it’s own material slot to fill with texture or material script.
#4 by Edwige at June 15th, 2009
I am not sure Realxtend likes to have more than one material per object (as almost of 3D real time engine) but each objects has as much rex materials slots than there are UV sets, so it should work I think
You have to test that and let us know :p
Anyway, you have to know that having more than 1 UV set per object is not that good in real time
Except if you use that to blend diff map that is tiled with shadow map that has been baked or things like that :p