Hello Demented !
Sorry for the late answer, but here are some explanations on the Material Editor.
Before explaining the editor, you have to know that since custom materials use texture files directly (even if you get a game image file), no embedding
is possible right now. So for other people to use your items containing the material, you'll have to either give the .Mat.Gbx and the textures (and tell people to put these files in the exact same folders as you did when you created the item) OR make your own titlepack and add the material in the titlepack files (if so, the Mesh Modeler of that titlepack will use it "naturally")
Anyway, to the editor itself :
- First line is the Model Shading
line : it'll depend on what you want your material to be used for (does it emit light ? Does it emit light only at night ? Is it dynamic ? etc (usually for simple blocks / items, you'll stick to TDSN)
- Then you have the Textures
lines : they depend on the Model Shading you selected and they are the images the material gonna use (since you won't have to change stuff above, you'll mainly have Diffuse (the main texture), Normal (relief) and Specular (reflectivity))
- The Tiling
lines are there to know if the material is repeatable on an a direction (U is horizontal, V is vertical) : Wrap is repeat normally, Clamp is no repeat (so last pixel gets used as an infinite point), Mirror repeats by mirroring etc
- Texture Size in Meters
is for the MM and the automatic projections to apply your material correctly etc
is what the surface type the material will be (gameplay wise) : Dirt, Asphalt, WetGrass, etc (you can also type the name of the surface type directly : if it exists, it'll be set to this one)
- Finally IsNatural
is used by the MM when generating the Crystal : if it's Natural, it will smooth the vertices like in the game terraforming for example (it's only a visual enhancement but it adds really something ^^)
As usual, if you have more questions, i'll be glad to answer them
Hope you'll like the Material Editor !