tweak docs

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Garux 2021-11-08 11:28:00 +03:00
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6 changed files with 34 additions and 21 deletions

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@ -31,6 +31,8 @@ Development is focused on smoothing and tweaking editing process.
* Free and robust vertex editing, also providing abilities to remove and insert vertices
* UV Tool (edits texture alignment of selected face or patch)
* Autocaulk
* Model browser
* Brush faces extrusion
* Left mouse button click tunnel selector, paint selector
* Numerous mouse shortcuts (see help->General->Mouse Shortcuts)
* Focus camera on selected (Tab)
@ -39,7 +41,7 @@ Development is focused on smoothing and tweaking editing process.
* Quick vertices drag / brush faces shear shortcut
* Simple shader editor
* Texture painting by drag
* Seamless brush face to face texture paste
* Seamless brush face<->face, patch<->face texture paste
* Customizable keyboard shortcuts
* Customizable GUI themes, fonts
* MeshTex plugin
@ -77,24 +79,30 @@ Development is focused on smoothing and tweaking editing process.
#### Q3Map2:
* Allowed simultaneous samples+filter use, makes sense
* -vertexscale
* -novertex works, (0..1) sets globally
* Fixed _clone _ins _instance (_clonename) functionality
* -nolm - no lightmaps
* -bouncecolorratio 0..1 (ratio of colorizing light sample by texture)
* q3map_remapshader remaps anything fine, on all stages
* Fixed model autoclip, added 20 new modes
* Automatic map packager (complete Q3 support)
* -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
* -contrast -255..255, def 0: lighting contrast
* Report full / full pk3 path on file syntax errors
* Allowed simultaneous samples+filter use, makes sense
* -brightness 0..alot, def 1: mimics q3map_lightmapBrightness globally
* -contrast -255..255, def 0: lighting contrast
* -saturation light option
* -bouncecolorratio 0..1 (ratio of colorizing light sample by texture)
* -nolm - no lightmaps
* -novertex works, (0..1) sets globally
* -vertexscale
* New area lights backsplash algorithm (utilizing area lights instead of point ones)
* -backsplash (float)scale (float)distance: adjust area lights globally (real area lights have no backsplash)
* New slightly less careful, but much faster lightmaps packing algorithm (allocating... process)
* -extlmhacksize zero effort external lightmaps for Q3
* Valve220 mapformat autodetection and support
* Correct .obj and .mtl loading
* Guessing model shaders paths
* Consistent brush content deduction with mixed face parameters
* Model shaders paths deduction
* Fixed model autoclip, added 20 new clipping modes
* Support negative misc_model scale
* Assimp model loading library (40+ formats)
* -json bsp export/import
* -mergebsp injects one bsp to another
* No shaderlist.txt mode: load all shaders
###### see changelog-custom.txt for more

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@ -58,7 +58,7 @@
<img src="fur.jpg" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/_images/fur.jpg" width="400" height="300" alt="Tribble" class="center" />
<h2>q3map_cloneShader</h2>
<p><a href="file:///C:/Users/Emile/Desktop/Web%20Projects/docs/shader_manual_2.4_2010-04/q3map-global-directives.html#q3map_cloneShader">q3map_cloneShader</a> allows the base shader to inherit the target shader's properties and appearance. Beware not to reference another cloning shader or itself as this can lead to an infinite loop. For fur, the base shader is the texture applied to the polygon surface.</p>
<p><a href="q3map-global-directives.html#q3map_cloneShader">q3map_cloneShader</a> allows the base shader to inherit the target shader's properties and appearance. Beware not to reference another cloning shader or itself as this can lead to an infinite loop. For fur, the base shader is the texture applied to the polygon surface.</p>
<pre>
// base texture
@ -77,7 +77,7 @@ textures/fur/pink_base
</pre>
<h2>q3map_fur</h2>
<p><a href="file:///C:/Users/Emile/Desktop/Web%20Projects/docs/shader_manual_2.4_2010-04/q3map-global-directives.html#q3map_fur">q3map_fur</a> generates additional surfaces above the base shader. The q3map_fur directive takes a few values: layers, offset and fade. Layers controls the number of surfaces generated (start with low values, high values will very quickly cause a reduction in performance). Offset controls the distance between layers. Fade controls how much each additional layer fades in addition to its previous layer. The fur shader shouldn't be applied to surface geometry as it is implicitly generated above the base shader.</p>
<p><a href="q3map-global-directives.html#q3map_fur">q3map_fur</a> generates additional surfaces above the base shader. The q3map_fur directive takes a few values: layers, offset and fade. Layers controls the number of surfaces generated (start with low values, high values will very quickly cause a reduction in performance). Offset controls the distance between layers. Fade controls how much each additional layer fades in addition to its previous layer. The fur shader shouldn't be applied to surface geometry as it is implicitly generated above the base shader.</p>
<pre>
// fur texture

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@ -184,12 +184,17 @@ textures/skies/xtoxicsky_dm9
<p>The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene.</p>
<p>The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority):</p>
<dl>
<dt>portal (1)</dt><dd>This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view.</dd>
<dt>Sky (2)</dt><dd>Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything.</dd>
<dt>Opaque (3)</dt><dd>This surface is opaque (rarely needed since this is the default with no blendfunc)</dd>
<dt>portal (1)</dt><dd>This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view. Default for shaders marked as portal.</dd>
<dt>Sky (2)</dt><dd>Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything. Default for skies.</dd>
<dt>Opaque (3)</dt><dd>This surface is opaque (rarely needed since this is the default with no blendfunc).</dd>
<dt>Decal (4)</dt><dd>Scorch marks etc, default with polygonOffset.</dd>
<dt>SeeThrough (5)</dt><dd>Ladders, grates, grills that may have small blended edges in addition to alpha test.</dd>
<dt>Banner (6)</dt><dd>Transparent, but very close to walls.</dd>
<dt>(7)</dt><dd>Default for fog.</dd>
<dt>Underwater (8)</dt><dd>Draw behind normal transparent surfaces.</dd>
<dt>Additive (9)</dt><dd>Normal transparent surface (default for shaders with blendfunc's)</dd>
<dt>(9)</dt><dd>Normal transparent surface (default for shaders with blendfunc's).</dd>
<dt>Additive (10)</dt><dd>Generally only used for additive type effects.</dd>
<dt>(14)</dt><dd>Used for stencil shadows.</dd>
<dt>Nearest (16)</dt><dd>This shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs.</dd>
</dl>

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@ -208,7 +208,7 @@ textures/shaderlab_terrain/dirt_rock_grass
<dl>
<dt>layers</dt><dd>This specifies the number of desired replicated fur layers generated.</dd>
<dt>offset</dt><dd>The distance (in game units) between subsequent layers.</dd>
<dt>offset</dt><dd>The distance (in game units) between subsequent layers. It is additionally scaled by original vertex alpha color component.</dd>
<dt>fade</dt><dd>A normalized value indicating the fade falloff between subsequent layers.</dd>
</dl>

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@ -88,7 +88,7 @@ textures/liquids/lavahell2 //path and name of new texture
-->
<h2 id="trans">qer_trans N.N</h2>
<p>This directive defines the percentage of transparency that a brush will have when seen in the editor (no effect on game rendering at all). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.</p>
<p>This directive makes brush transparent when seen in the editor (no effect on game rendering at all). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.</p>
<blockquote>
<h4>Design Notes:</h4>
<p>On GtkRadiant 1.4 and earlier, if the shader uses qer_trans and a qer_editorImage with an alpha channel, the transparent areas of the editorImage will be 100% transparent. To keep the solid areas of the editorImage opaque, use a near 1 value for qer_trans (eg. 0.9999). This is useful for grates, windows, fences, etc. If using GtkRadiant 1.5 or later, use qer_alphaFunc for editorImage masking instead.</p>

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@ -362,7 +362,7 @@ tcMod scroll 1 1
<p>This should be the LAST tcMod in a stage. Otherwise there may be a popping or snapping visual effect in some shaders.</p>
<h3>tcMod stretch <em>func base amplitude phase frequency</em></h3>
<p>Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the center of the polygon and then compressing it towards the center of the polygon. (see Chapter 1: Key Concepts for waveform parameter definitions).</p>
<p>Stretches the texture coordinates with the given function. Stretching is defined as stretching the texture coordinate away from the texture center closest to the polygon center and then compressing it towards the center. (see Chapter 1: Key Concepts for waveform parameter definitions).</p>
<h3>tcMod transform <em>m00 m01 m10 m11 t0 t1</em></h3>
<p>Transforms each texture coordinate as follows:</p>