tweak shader docs
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<link href="stylesheet.css" media="screen" rel="stylesheet" type="text/css" />
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<link href="scm.css" media="screen" rel="stylesheet" type="text/css" />
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<div id="account">
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<div id="account">
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<ul><li><a href="/login" class="login">Войти</a></li>
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<ul><li><a href="/login" class="login">Войти</a></li>
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<li><a href="/account/register" class="register">Регистрация</a></li></ul> </div>
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<li><a href="/account/register" class="register">Регистрация</a></li></ul> </div>
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<ul><li><a href="/" class="home">Домашняя страница</a></li>
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<ul><li><a href="/" class="home">Домашняя страница</a></li>
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<li><a href="/projects" class="projects">Проекты</a></li>
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<li><a href="/projects" class="projects">Проекты</a></li>
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<li><a href="http://www.redmine.org/guide" class="help">Помощь</a></li></ul></div>
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<li><a href="http://www.redmine.org/guide" class="help">Помощь</a></li></ul></div>
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<div id="header">
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<div id="header">
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<div id="quick-search">
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<div id="quick-search">
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<form action="/search/index/netradiant" method="get">
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<form action="/search/index/netradiant" method="get">
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<a href="/search/index/netradiant" accesskey="4">Поиск</a>:
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<a href="/search/index/netradiant" accesskey="4">Поиск</a>:
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<input accesskey="f" class="small" id="q" name="q" size="20" type="text" />
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<input accesskey="f" class="small" id="q" name="q" size="20" type="text" />
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</form>
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</form>
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</div>
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</div>
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<h1>NetRadiant</h1>
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<h1>NetRadiant</h1>
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<div id="main-menu">
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<div id="main-menu">
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<ul><li><a href="/projects/netradiant" class="overview">Просмотр</a></li>
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<ul><li><a href="/projects/netradiant" class="overview">Просмотр</a></li>
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<li><a href="/projects/netradiant/activity" class="activity">Активность</a></li>
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<li><a href="/projects/netradiant/activity" class="activity">Активность</a></li>
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</div>
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<div class="" id="main">
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<div class="" id="main">
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<div id="sidebar">
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<div id="sidebar">
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<h3>Wiki</h3>
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<h3>Wiki</h3>
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<a href="/projects/netradiant/wiki">Стартовая страница</a><br />
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<a href="/projects/netradiant/wiki">Стартовая страница</a><br />
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<a href="/projects/netradiant/wiki/Date_index">История страниц</a><br />
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<a href="/projects/netradiant/wiki/Date_index">История страниц</a><br />
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</div>
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</div>
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<div id="content">
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<div id="content">
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<div class="contextual">
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<div class="contextual">
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<pre>
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<pre>
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"_floodlight" "240 240 255 1024 128"
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"_floodlight" "240 240 255 1024 128 1"
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</pre><br />The parameters work as follow: the first three numbers select the color of the lighting. The fourth number sets a distance to trace, and the last number sets the intensity of the floodlight.
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</pre><br />The parameters work as follow: the first three numbers select the color of the lighting. The fourth number sets a distance to trace, and the fifth number sets the intensity of the floodlight.
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<p>This lighting is somewhat similar to <code>-dirty</code>, combined with use of the <code>ambient</code> key in <code>worldspawn</code>.</p>
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<p>This lighting is somewhat similar to <code>-dirty</code>, combined with use of the <code>ambient</code> key in <code>worldspawn</code>.</p>
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@ -224,58 +224,58 @@ This version of the map compiler can generate minimaps as used by Nexuiz.<br />T
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<p><a href="/attachments/12/floodlight.jpg" class="icon icon-attachment">floodlight.jpg</a>
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<p><a href="/attachments/12/floodlight.jpg" class="icon icon-attachment">floodlight.jpg</a>
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<span class="size">(7 КБ)</span>
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<span class="size">(7 КБ)</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:26:00 -0400</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:26:00 -0400</span>
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</p>
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</p>
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<p><a href="/attachments/13/exposure.jpg" class="icon icon-attachment">exposure.jpg</a>
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<p><a href="/attachments/13/exposure.jpg" class="icon icon-attachment">exposure.jpg</a>
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<span class="size">(27.8 КБ)</span>
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<span class="size">(27.8 КБ)</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:26:31 -0400</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:26:31 -0400</span>
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</p>
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</p>
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<p><a href="/attachments/14/dotproduct-small.jpg" class="icon icon-attachment">dotproduct-small.jpg</a>
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<p><a href="/attachments/14/dotproduct-small.jpg" class="icon icon-attachment">dotproduct-small.jpg</a>
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<span class="size">(25.9 КБ)</span>
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<span class="size">(25.9 КБ)</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:29:00 -0400</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:29:00 -0400</span>
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</p>
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</p>
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<p><a href="/attachments/15/dotproduct2-small.jpg" class="icon icon-attachment">dotproduct2-small.jpg</a>
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<p><a href="/attachments/15/dotproduct2-small.jpg" class="icon icon-attachment">dotproduct2-small.jpg</a>
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<span class="size">(24.2 КБ)</span>
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<span class="size">(24.2 КБ)</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:29:36 -0400</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:29:36 -0400</span>
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</p>
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</p>
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<p><a href="/attachments/16/dotproductscale-small.jpg" class="icon icon-attachment">dotproductscale-small.jpg</a>
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<p><a href="/attachments/16/dotproductscale-small.jpg" class="icon icon-attachment">dotproductscale-small.jpg</a>
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<span class="size">(23.3 КБ)</span>
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<span class="size">(23.3 КБ)</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:29:54 -0400</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:29:54 -0400</span>
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</p>
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</p>
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<p><a href="/attachments/17/dotproduct2scale-small.jpg" class="icon icon-attachment">dotproduct2scale-small.jpg</a>
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<p><a href="/attachments/17/dotproduct2scale-small.jpg" class="icon icon-attachment">dotproduct2scale-small.jpg</a>
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<span class="size">(22.8 КБ)</span>
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<span class="size">(22.8 КБ)</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:30:08 -0400</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:30:08 -0400</span>
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</p>
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</p>
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<p><a href="/attachments/18/minimap.jpg" class="icon icon-attachment">minimap.jpg</a>
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<p><a href="/attachments/18/minimap.jpg" class="icon icon-attachment">minimap.jpg</a>
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<span class="size">(6.4 КБ)</span>
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<span class="size">(6.4 КБ)</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:30:30 -0400</span>
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<span class="author">divVerent, Вт, 05 мая 2009, 13:30:30 -0400</span>
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</div>
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</div>
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</div>
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<div id="ajax-indicator" style="display:none;"><span>Загрузка...</span></div>
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<div id="ajax-indicator" style="display:none;"><span>Загрузка...</span></div>
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<div id="footer">
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<div id="footer">
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Powered by <a href="http://www.redmine.org/">Redmine</a> © 2006-2010 Jean-Philippe Lang
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Powered by <a href="http://www.redmine.org/">Redmine</a> © 2006-2010 Jean-Philippe Lang
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</div>
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<li><strong><code>_blocksize</code>, <code>blocksize</code>, <code>chopsize</code>:</strong> block size for unconditional BSP subdivisions</li>
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<li><strong><code>_blocksize</code>, <code>blocksize</code>, <code>chopsize</code>:</strong> block size for unconditional BSP subdivisions</li>
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<li><strong><code>_color</code>:</strong> color to use for <strong><code>_ambient</code></strong>, <strong><code>_minlight</code></strong>, <strong><code>_minvertexlight</code></strong>, <strong><code>_mingridlight</code></strong></li>
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<li><strong><code>_color</code>:</strong> color to use for <strong><code>_ambient</code></strong>, <strong><code>_minlight</code></strong>, <strong><code>_minvertexlight</code></strong>, <strong><code>_mingridlight</code></strong></li>
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<li><strong><code>_farplanedist</code>, <code>fogclip</code>, <code>distancecull</code>:</strong> far plane distance for vis culling -- this must be the shortest distance at which nothing can be seen any more due to fog; o/r/e value suffixes enable Origin2Origin/Radius+Radius/Exact distance measuring modes respectively</li>
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<li><strong><code>_farplanedist</code>, <code>fogclip</code>, <code>distancecull</code>:</strong> far plane distance for vis culling -- this must be the shortest distance at which nothing can be seen any more due to fog; o/r/e value suffixes enable Origin2Origin/Radius+Radius/Exact distance measuring modes respectively</li>
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<li><strong><code>_floodlight</code>:</strong> a quintuple of values "r g b dist intensity" to set global floodlight parameters (good defaults are 240 240 255 1024 128)</li>
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<li><strong><code>_floodlight</code>:</strong> a sextet of values "r g b dist intensity directional_power" to set global floodlight parameters (good defaults are 240 240 255 1024 128 1)</li>
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<li><strong><code>_fog</code>, <code>fog</code>:</strong> if set, the whole map is fogged using the given shader name; only for engines, supporting this, e.g. ET</li>
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<li><strong><code>_fog</code>, <code>fog</code>:</strong> if set, the whole map is fogged using the given shader name; only for engines, supporting this, e.g. ET</li>
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<li><strong><code>_foghull</code>:</strong> must be set to a sky shader without <strong><code>textures/</code></strong> prefix when <code>_farplanedist</code> is used to avoid HoM effect</li>
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<li><strong><code>_foghull</code>:</strong> must be set to a sky shader without <strong><code>textures/</code></strong> prefix when <code>_farplanedist</code> is used to avoid HoM effect</li>
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<li><strong><code>_ignoreleaks</code>, <code>ignoreleaks</code>:</strong> when set, no leak test is performed</li>
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<li><strong><code>_ignoreleaks</code>, <code>ignoreleaks</code>:</strong> when set, no leak test is performed</li>
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td.formatted_questions { text-align: left; white-space: normal}
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td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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</style>
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</style>
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<link href="stylesheet.css" media="screen" rel="stylesheet" type="text/css" />
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<link href="stylesheet.css" media="screen" rel="stylesheet" type="text/css" />
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<!-- page specific tags -->
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<!-- page specific tags -->
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<link href="scm.css" media="screen" rel="stylesheet" type="text/css" />
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<link href="scm.css" media="screen" rel="stylesheet" type="text/css" />
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<div id="account">
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<div id="account">
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<ul><li><a href="/login" class="login">Войти</a></li>
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<ul><li><a href="/login" class="login">Войти</a></li>
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<li><a href="/account/register" class="register">Регистрация</a></li></ul> </div>
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<li><a href="/account/register" class="register">Регистрация</a></li></ul> </div>
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<ul><li><a href="/" class="home">Домашняя страница</a></li>
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<ul><li><a href="/" class="home">Домашняя страница</a></li>
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<li><a href="/projects" class="projects">Проекты</a></li>
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<li><a href="/projects" class="projects">Проекты</a></li>
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<li><a href="http://www.redmine.org/guide" class="help">Помощь</a></li></ul></div>
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<li><a href="http://www.redmine.org/guide" class="help">Помощь</a></li></ul></div>
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<div id="header">
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<div id="quick-search">
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<div id="quick-search">
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<form action="/search/index/netradiant" method="get">
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<form action="/search/index/netradiant" method="get">
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<a href="/search/index/netradiant" accesskey="4">Поиск</a>:
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<a href="/search/index/netradiant" accesskey="4">Поиск</a>:
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||||||
<input accesskey="f" class="small" id="q" name="q" size="20" type="text" />
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<input accesskey="f" class="small" id="q" name="q" size="20" type="text" />
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</form>
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</form>
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</div>
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</div>
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<h1>NetRadiant</h1>
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<h1>NetRadiant</h1>
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<div id="main-menu">
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<div id="main-menu">
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<ul><li><a href="/projects/netradiant" class="overview">Просмотр</a></li>
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<ul><li><a href="/projects/netradiant" class="overview">Просмотр</a></li>
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<li><a href="/projects/netradiant/activity" class="activity">Активность</a></li>
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<li><a href="/projects/netradiant/activity" class="activity">Активность</a></li>
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</div>
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</div>
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<div class="" id="main">
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<div class="" id="main">
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<div id="sidebar">
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<div id="sidebar">
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<h3>Wiki</h3>
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<h3>Wiki</h3>
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<a href="/projects/netradiant/wiki">Стартовая страница</a><br />
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<a href="/projects/netradiant/wiki">Стартовая страница</a><br />
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<a href="/projects/netradiant/wiki/Date_index">История страниц</a><br />
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<a href="/projects/netradiant/wiki/Date_index">История страниц</a><br />
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</div>
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</div>
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<div id="content">
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<div id="content">
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<div class="contextual">
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<div class="contextual">
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<li><strong><code>implicitBlend</code>:</strong> ???</li>
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<li><strong><code>implicitBlend</code>:</strong> ???</li>
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<li><strong><code>implicitMap</code>:</strong> ???</li>
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<li><strong><code>implicitMap</code>:</strong> ???</li>
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<li><strong><code>implicitMask</code>:</strong> ???</li>
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<li><strong><code>implicitMask</code>:</strong> ???</li>
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<li><strong><code>light</code> shadername:</strong> sets the given shader as flare shader</li>
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<li><strong><code>light</code> N:</strong> sets the default game flare shader as flare shader</li>
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<li><strong><code>polygonoffset</code>:</strong> enable polygon offset</li>
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<li><strong><code>polygonoffset</code>:</strong> enable polygon offset</li>
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<li><strong><code>q3map_alphaGen</code>, <code>q3map_alphaMod</code>:</strong> <set F|const F|scale F|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume></li>
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<li><strong><code>q3map_backShader</code> shadername:</strong> sets the given shader as shader for back faces</li>
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<li><strong><code>q3map_backShader</code> shadername:</strong> sets the given shader as shader for back faces</li>
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<li><strong><code>q3map_backsplash</code> percent distance:</strong> configures light backsplash (self-surfacelight)</li>
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<li><strong><code>q3map_backsplash</code> percent distance:</strong> configures light backsplash (self-surfacelight)</li>
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<li><strong><code>q3map_baseShader</code> shadername:</strong> inherit parameters from a shader</li>
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<li><strong><code>q3map_baseShader</code> shadername:</strong> inherit parameters from a shader</li>
|
||||||
<li><strong><code>q3map_bounce</code> F, <code>q3map_bounceScale</code> F:</strong> scales the intensity of radiosity</li>
|
<li><strong><code>q3map_bounce</code> F, <code>q3map_bounceScale</code> F:</strong> scales the intensity of radiosity</li>
|
||||||
<li><strong><code>q3map_clipmodel</code>:</strong> ???</li>
|
<li><strong><code>q3map_clipmodel</code>:</strong> ???</li>
|
||||||
<li><strong><code>q3map_cloneShader</code> shadername:</strong> ???</li>
|
<li><strong><code>q3map_cloneShader</code> shadername:</strong> ???</li>
|
||||||
<li><strong><code>q3map_colorGen</code>:</strong> FIXME later</li>
|
<li><strong><code>q3map_colorGen</code>, <code>q3map_colorMod</code>, <code>q3map_rgbGen</code>, <code>q3map_rgbMod</code>:</strong> <set ( R G B )|const ( R G B )|scale ( F F F )|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume></li>
|
||||||
<li><strong><code>q3map_deprecateShader</code> shadername:</strong> ???</li>
|
<li><strong><code>q3map_deprecateShader</code> shadername:</strong> ???</li>
|
||||||
<li><strong><code>q3map_flare</code> shadername, <code>q3map_flareShader</code> shadername:</strong> sets the given shader as flare shader</li>
|
<li><strong><code>q3map_flare</code> shadername, <code>q3map_flareShader</code> shadername:</strong> sets the given shader as flare shader</li>
|
||||||
<li><strong><code>q3map_floodLight</code> r g b dist intensity power:</strong> overrides the global floodlight parameters</li>
|
<li><strong><code>q3map_floodLight</code> r g b dist intensity power:</strong> overrides the global floodlight parameters</li>
|
||||||
|
|
@ -150,6 +151,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
|
||||||
<li><strong><code>q3map_globaltexture</code>:</strong> ???</li>
|
<li><strong><code>q3map_globaltexture</code>:</strong> ???</li>
|
||||||
<li><strong><code>q3map_indexed</code>:</strong> ???</li>
|
<li><strong><code>q3map_indexed</code>:</strong> ???</li>
|
||||||
<li><strong><code>q3map_invert</code>:</strong> inverts the direction from which the face is visible</li>
|
<li><strong><code>q3map_invert</code>:</strong> inverts the direction from which the face is visible</li>
|
||||||
|
<li><strong><code>q3map_lightImage</code> texture:</strong> sets the image to take the light color from</li>
|
||||||
<li><strong><code>q3map_lightRGB</code> r g b:</strong> overrides the light color of the texture</li>
|
<li><strong><code>q3map_lightRGB</code> r g b:</strong> overrides the light color of the texture</li>
|
||||||
<li><strong><code>q3map_lightStyle</code> N:</strong> sets the light style (SoF2, JK2)</li>
|
<li><strong><code>q3map_lightStyle</code> N:</strong> sets the light style (SoF2, JK2)</li>
|
||||||
<li><strong><code>q3map_lightSubdivide</code> N:</strong> subdivision interval for <code>q3map_surfacelight</code></li>
|
<li><strong><code>q3map_lightSubdivide</code> N:</strong> subdivision interval for <code>q3map_surfacelight</code></li>
|
||||||
|
|
@ -157,16 +159,18 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
|
||||||
<li><strong><code>q3map_lightmapBrightness</code> F, <code>q3map_lightmapGamma</code> F:</strong> overrides lightmap brightness</li>
|
<li><strong><code>q3map_lightmapBrightness</code> F, <code>q3map_lightmapGamma</code> F:</strong> overrides lightmap brightness</li>
|
||||||
<li><strong><code>q3map_lightmapFilterRadius</code> self other:</strong> ???</li>
|
<li><strong><code>q3map_lightmapFilterRadius</code> self other:</strong> ???</li>
|
||||||
<li><strong><code>q3map_lightmapMergable</code>:</strong> allows merging the lightmap with other surfaces on another plane</li>
|
<li><strong><code>q3map_lightmapMergable</code>:</strong> allows merging the lightmap with other surfaces on another plane</li>
|
||||||
<li><strong><code>q3map_lightmapSampleOffset</code> F:</strong> multiplies samplesize by a factor</li>
|
<li><strong><code>q3map_lightmapSampleOffset</code> F:</strong> light sampling point offset off the surface</li>
|
||||||
<li><strong><code>q3map_lightmapSampleSize</code> N:</strong> overrides samplesize</li>
|
<li><strong><code>q3map_lightmapSampleSize</code> N:</strong> overrides samplesize</li>
|
||||||
<li><strong><code>q3map_lightmapSize</code> N:</strong> overrides the lightmap size (forces an external lightmap for this surface)</li>
|
<li><strong><code>q3map_lightmapSize</code> N:</strong> overrides the lightmap size (forces an external lightmap for this surface)</li>
|
||||||
<li><strong><code>q3map_material</code> materialname:</strong> ???</li>
|
<li><strong><code>q3map_material</code> materialname:</strong> ???</li>
|
||||||
|
<li><strong><code>q3map_noDirty</code>:</strong> don't apply <code>-dirty</code> on this surface</li>
|
||||||
<li><strong><code>q3map_noFast</code>:</strong> disable <code>-fast</code> style lighting for this surface</li>
|
<li><strong><code>q3map_noFast</code>:</strong> disable <code>-fast</code> style lighting for this surface</li>
|
||||||
<li><strong><code>q3map_noVertexLight</code>:</strong> turns off vertex lighting for this surface</li>
|
<li><strong><code>q3map_noVertexLight</code>:</strong> turns off vertex lighting for this surface</li>
|
||||||
<li><strong><code>q3map_noVertexShadows</code>:</strong> ???</li>
|
<li><strong><code>q3map_noVertexShadows</code>:</strong> ???</li>
|
||||||
<li><strong><code>q3map_noclip</code>:</strong> do not clip the surface by the BSP tree</li>
|
<li><strong><code>q3map_noclip</code>:</strong> do not clip the surface by the BSP tree</li>
|
||||||
<li><strong><code>q3map_nofog</code>:</strong> ???</li>
|
<li><strong><code>q3map_nofog</code>:</strong> ???</li>
|
||||||
<li><strong><code>q3map_nonplanar</code>:</strong> marks the surface as nonplanar for meta surface merging</li>
|
<li><strong><code>q3map_nonplanar</code>:</strong> marks the surface as nonplanar for meta surface merging</li>
|
||||||
|
<li><strong><code>q3map_normalImage</code> texture:</strong> sets the normal map for bump mapping</li>
|
||||||
<li><strong><code>q3map_notjunc</code>:</strong> do not do t-junction elimination</li>
|
<li><strong><code>q3map_notjunc</code>:</strong> do not do t-junction elimination</li>
|
||||||
<li><strong><code>q3map_offset</code> F:</strong> ???</li>
|
<li><strong><code>q3map_offset</code> F:</strong> ???</li>
|
||||||
<li><strong><code>q3map_onlyVertexLighting</code>:</strong> same as using <code>surfaceparm pointlight</code></li>
|
<li><strong><code>q3map_onlyVertexLighting</code>:</strong> same as using <code>surfaceparm pointlight</code></li>
|
||||||
|
|
@ -191,10 +195,9 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
|
||||||
<li><strong><code>q3map_vertexScale</code> F:</strong> scales vertex lighting amount by a factor</li>
|
<li><strong><code>q3map_vertexScale</code> F:</strong> scales vertex lighting amount by a factor</li>
|
||||||
<li><strong><code>q3map_vertexShadows</code>:</strong> ???</li>
|
<li><strong><code>q3map_vertexShadows</code>:</strong> ???</li>
|
||||||
<li><strong><code>qer_editorImage</code> texture:</strong> sets the texture to show for radiant</li>
|
<li><strong><code>qer_editorImage</code> texture:</strong> sets the texture to show for radiant</li>
|
||||||
<li><strong><code>qer_lightImage</code> texture:</strong> sets the image to take the light color from</li>
|
|
||||||
<li><strong><code>qer_normalImage</code> texture:</strong> sets the normal map for bump mapping</li>
|
|
||||||
<li><strong><code>skyparms</code> outerimage cloudheight innerimage:</strong> loads a skybox</li>
|
<li><strong><code>skyparms</code> outerimage cloudheight innerimage:</strong> loads a skybox</li>
|
||||||
<li><strong><code>surfaceparm</code> alphashadow:</strong> use the alpha channel of the shader image as shadow mask</li>
|
<li><strong><code>surfaceparm</code> alphashadow:</strong> use the alpha channel of the shader image as shadow mask</li>
|
||||||
|
<li><strong><code>surfaceparm</code> antiportal:</strong> creates opaque autoexpanding portal</li>
|
||||||
<li><strong><code>surfaceparm</code> areaportal:</strong> ???</li>
|
<li><strong><code>surfaceparm</code> areaportal:</strong> ???</li>
|
||||||
<li><strong><code>surfaceparm</code> botclip:</strong> ???</li>
|
<li><strong><code>surfaceparm</code> botclip:</strong> ???</li>
|
||||||
<li><strong><code>surfaceparm</code> clusterportal:</strong> ???</li>
|
<li><strong><code>surfaceparm</code> clusterportal:</strong> ???</li>
|
||||||
|
|
@ -204,6 +207,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
|
||||||
<li><strong><code>surfaceparm</code> hint:</strong> use this surface as a hint to generate BSP splits</li>
|
<li><strong><code>surfaceparm</code> hint:</strong> use this surface as a hint to generate BSP splits</li>
|
||||||
<li><strong><code>surfaceparm</code> lava:</strong> Stef hates this brush</li>
|
<li><strong><code>surfaceparm</code> lava:</strong> Stef hates this brush</li>
|
||||||
<li><strong><code>surfaceparm</code> lightfilter:</strong> use the color channel of the shader image as shadow mask</li>
|
<li><strong><code>surfaceparm</code> lightfilter:</strong> use the color channel of the shader image as shadow mask</li>
|
||||||
|
<li><strong><code>surfaceparm</code> lightgrid:</strong> limit map lightgrid to bounds of brushes with this shader</li>
|
||||||
<li><strong><code>surfaceparm</code> monsterclip:</strong> monsters can't go through this brush, but shots can</li>
|
<li><strong><code>surfaceparm</code> monsterclip:</strong> monsters can't go through this brush, but shots can</li>
|
||||||
<li><strong><code>surfaceparm</code> nodraw:</strong> do not generate draw surfaces</li>
|
<li><strong><code>surfaceparm</code> nodraw:</strong> do not generate draw surfaces</li>
|
||||||
<li><strong><code>surfaceparm</code> nodrop:</strong> items can't be dropped on this brush</li>
|
<li><strong><code>surfaceparm</code> nodrop:</strong> items can't be dropped on this brush</li>
|
||||||
|
|
@ -212,6 +216,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
|
||||||
<li><strong><code>surfaceparm</code> nonsolid:</strong> do not make this surface solid</li>
|
<li><strong><code>surfaceparm</code> nonsolid:</strong> do not make this surface solid</li>
|
||||||
<li><strong><code>surfaceparm</code> origin:</strong> the center of this brush shall be the origin of this brush model</li>
|
<li><strong><code>surfaceparm</code> origin:</strong> the center of this brush shall be the origin of this brush model</li>
|
||||||
<li><strong><code>surfaceparm</code> playerclip:</strong> players can't go through this brush, but shots can</li>
|
<li><strong><code>surfaceparm</code> playerclip:</strong> players can't go through this brush, but shots can</li>
|
||||||
|
<li><strong><code>surfaceparm</code> skip:</strong> for unused faces of hint, antiportal brushes</li>
|
||||||
<li><strong><code>surfaceparm</code> sky:</strong> this surface shows the skybox</li>
|
<li><strong><code>surfaceparm</code> sky:</strong> this surface shows the skybox</li>
|
||||||
<li><strong><code>surfaceparm</code> slime:</strong> this brush contains more poisonous stuff than dihydrogene monoxide</li>
|
<li><strong><code>surfaceparm</code> slime:</strong> this brush contains more poisonous stuff than dihydrogene monoxide</li>
|
||||||
<li><strong><code>surfaceparm</code> structural:</strong> use this surface for vis</li>
|
<li><strong><code>surfaceparm</code> structural:</strong> use this surface for vis</li>
|
||||||
|
|
@ -238,13 +243,13 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<div style="clear:both;"></div>
|
<div style="clear:both;"></div>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<div id="ajax-indicator" style="display:none;"><span>Загрузка...</span></div>
|
<div id="ajax-indicator" style="display:none;"><span>Загрузка...</span></div>
|
||||||
|
|
||||||
<div id="footer">
|
<div id="footer">
|
||||||
Powered by <a href="http://www.redmine.org/">Redmine</a> © 2006-2010 Jean-Philippe Lang
|
Powered by <a href="http://www.redmine.org/">Redmine</a> © 2006-2010 Jean-Philippe Lang
|
||||||
</div>
|
</div>
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,7 @@
|
||||||
ABOUT
|
ABOUT
|
||||||
==========
|
==========
|
||||||
|
|
||||||
The FS-R releases are modifications of Q3map2 FS releases (see fs_readme.txt) by TwentySeven.
|
The FS-R releases are modifications of Q3map2 FS releases (see fs_readme.txt) by TwentySeven.
|
||||||
|
|
||||||
This software is licensed under the GPL.
|
This software is licensed under the GPL.
|
||||||
|
|
||||||
|
|
@ -23,7 +23,7 @@
|
||||||
----------
|
----------
|
||||||
|
|
||||||
- added "-gridscale X" and "-gridambientscale X" to scale grid lightning, note that ambient grid receive
|
- added "-gridscale X" and "-gridambientscale X" to scale grid lightning, note that ambient grid receive
|
||||||
both "-gridscale" and "-gridambientscale". For -darkplaces, -dq and -prophecy game mode added
|
both "-gridscale" and "-gridambientscale". For -darkplaces, -dq and -prophecy game mode added
|
||||||
default game-specific values: -gridscale 0.3 -gridambientscale 0.4
|
default game-specific values: -gridscale 0.3 -gridambientscale 0.4
|
||||||
|
|
||||||
- modified game-specific options prints at the begin of light stage
|
- modified game-specific options prints at the begin of light stage
|
||||||
|
|
@ -71,9 +71,9 @@ default game-specific values: -gridscale 0.3 -gridambientscale 0.4
|
||||||
- removed "q3map_minlight" test code that was added in previous version
|
- removed "q3map_minlight" test code that was added in previous version
|
||||||
|
|
||||||
- added "-deluxemode 1" switch to generate tangentspace deluxemaps instead of modelspace.
|
- added "-deluxemode 1" switch to generate tangentspace deluxemaps instead of modelspace.
|
||||||
Actually deluxemaps being converted to tangentspace in StoreLigtmaps phase. "-deluxemode 0" will switch back to modelspace deluxemaps.
|
Actually deluxemaps being converted to tangentspace in StoreLigtmaps phase. "-deluxemode 0" will switch back to modelspace deluxemaps.
|
||||||
|
|
||||||
- added game-specific setting of deluxemode. "darkplaces", "dq" and "prophecy" games still have 0 because darkplaces engine can't detect tangentspace deluxemaps on Q3BSP yet (probably detection can be done by setting of custom world field?).
|
- added game-specific setting of deluxemode. "darkplaces", "dq" and "prophecy" games still have 0 because darkplaces engine can't detect tangentspace deluxemaps on Q3BSP yet (probably detection can be done by setting of custom world field?).
|
||||||
|
|
||||||
--------------------
|
--------------------
|
||||||
----------------------------------------
|
----------------------------------------
|
||||||
|
|
@ -81,14 +81,14 @@ Actually deluxemaps being converted to tangentspace in StoreLigtmaps phase. "-de
|
||||||
--------------------
|
--------------------
|
||||||
----------
|
----------
|
||||||
|
|
||||||
- added shader deprecation keyword "q3map_deprecateShader <shader>", a global variant of q3map_baseShader/q3map_remapShader. Replacing is done in early load stage, so all q3map2 keyworlds are supported (instead of q3map_remapShader which only remaps rendering part of shader so surfaceparms won't work). Maximum of 16 chained deprecations are allowed. In other worlds if you deprecate the shader by this keyword, it will be showed in map with another name.
|
- added shader deprecation keyword "q3map_deprecateShader <shader>", a global variant of q3map_baseShader/q3map_remapShader. Replacing is done in early load stage, so all q3map2 keyworlds are supported (instead of q3map_remapShader which only remaps rendering part of shader so surfaceparms won't work). Maximum of 16 chained deprecations are allowed. In other words if you deprecate the shader by this keyword, it will be showed in map with another name.
|
||||||
|
|
||||||
Example deprecated shader:
|
Example deprecated shader:
|
||||||
|
|
||||||
// this shader will appear as "textures/#water0" in map
|
// this shader will appear as "textures/#water0" in map
|
||||||
textures/test/test_deprecate_water
|
textures/test/test_deprecate_water
|
||||||
{
|
{
|
||||||
q3map_deprecateShader textures/#water0
|
q3map_deprecateShader textures/#water0
|
||||||
}
|
}
|
||||||
|
|
||||||
- added "_patchMeta 1" (or "patchMeta") entity keyword to force entity patch surfaces to be converted to planar brush at compile. This works exactly as "-patchmeta" bsp switch, but only for user customized entities. Additional 2 new keys: "_patchQuality" ("patchQuality") and "_patchSubdivide" ("patchSubdivide") are added. _PatchQuality divides the default patch subdivisions by it's value (2 means 2x more detailed patch). _patchSubdivide overrides patch subdivisions for that entity (use 4 to match Quake3) and ignores _patchQuality. Note: using "_patchMeta" on world makes all world patches to be triangulated, but other entities will remain same.
|
- added "_patchMeta 1" (or "patchMeta") entity keyword to force entity patch surfaces to be converted to planar brush at compile. This works exactly as "-patchmeta" bsp switch, but only for user customized entities. Additional 2 new keys: "_patchQuality" ("patchQuality") and "_patchSubdivide" ("patchSubdivide") are added. _PatchQuality divides the default patch subdivisions by it's value (2 means 2x more detailed patch). _patchSubdivide overrides patch subdivisions for that entity (use 4 to match Quake3) and ignores _patchQuality. Note: using "_patchMeta" on world makes all world patches to be triangulated, but other entities will remain same.
|
||||||
|
|
@ -97,7 +97,7 @@ Actually deluxemaps being converted to tangentspace in StoreLigtmaps phase. "-de
|
||||||
|
|
||||||
- added "EmitMetaStats" printing in the end of BSP stage to show full meta statistics, not only for world. So all "_patchMeta 1" surfaces will be in it.
|
- added "EmitMetaStats" printing in the end of BSP stage to show full meta statistics, not only for world. So all "_patchMeta 1" surfaces will be in it.
|
||||||
|
|
||||||
- added gametype-controlled structure fields for "-deluxe", "-subdivisions", "-nostyles", "-patchshadows". New "dq" (deluxequake), "prophecy" and "darkplaces" games uses them. Additionally added "-nodeluxe", "-nopatchshadows", "-styles" to negate positive defaults.
|
- added gametype-controlled structure fields for "-deluxe", "-subdivisions", "-nostyles", "-patchshadows". New "dq" (deluxequake), "prophecy" and "darkplaces" games uses them. Additionally added "-nodeluxe", "-nopatchshadows", "-styles" to negate positive defaults.
|
||||||
|
|
||||||
- Floodligting code is changed to handle custom surfaces. And "q3map_floodlight <red> <green> <blue> <distance> <brightness> <low_quality>" shader keyword was added. Per-surfaces floodlight code does not intersect with global floodlight done by -floodlight of _floodlight worldspawn key, their effects get summarized. This is good way to light up surfacelight surfaces, such as water.
|
- Floodligting code is changed to handle custom surfaces. And "q3map_floodlight <red> <green> <blue> <distance> <brightness> <low_quality>" shader keyword was added. Per-surfaces floodlight code does not intersect with global floodlight done by -floodlight of _floodlight worldspawn key, their effects get summarized. This is good way to light up surfacelight surfaces, such as water.
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -94,6 +94,7 @@
|
||||||
</li>
|
</li>
|
||||||
<li><a href="q3map-global-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html">Q3Map Global Directives</a>
|
<li><a href="q3map-global-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html">Q3Map Global Directives</a>
|
||||||
<ul>
|
<ul>
|
||||||
|
<li><a href="q3map-global-directives.html#light">light</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_alphaGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_alphaGen">q3map_alphaGen</a></li>
|
<li><a href="q3map-global-directives.html#q3map_alphaGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_alphaGen">q3map_alphaGen</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_alphaMod" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_alphaMod">q3map_alphaMod</a></li>
|
<li><a href="q3map-global-directives.html#q3map_alphaMod" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_alphaMod">q3map_alphaMod</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_backShader" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_backShader">q3map_backShader</a></li>
|
<li><a href="q3map-global-directives.html#q3map_backShader" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_backShader">q3map_backShader</a></li>
|
||||||
|
|
@ -105,11 +106,12 @@
|
||||||
<li><a href="q3map-global-directives.html#q3map_cloneShader" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_cloneShader">q3map_cloneShader</a></li>
|
<li><a href="q3map-global-directives.html#q3map_cloneShader" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_cloneShader">q3map_cloneShader</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_colorGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_colorGen">q3map_colorGen</a></li>
|
<li><a href="q3map-global-directives.html#q3map_colorGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_colorGen">q3map_colorGen</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_colorMod" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_colorMod">q3map_colorMod</a></li>
|
<li><a href="q3map-global-directives.html#q3map_colorMod" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_colorMod">q3map_colorMod</a></li>
|
||||||
<!--
|
<li><a href="q3map-global-directives.html#q3map_deprecateShader">q3map_deprecateShader</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_extraShader">q3map_extraShader</a></li>
|
<li><a href="q3map-global-directives.html#q3map_flare">q3map_flare</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_fadeAlpha">q3map_fadeAlpha</a></li>
|
<li><a href="q3map-global-directives.html#q3map_flareShader">q3map_flareShader</a></li>
|
||||||
-->
|
<li><a href="q3map-global-directives.html#q3map_floodLight">q3map_floodLight</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_fogDir" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_fogDir">q3map_fogDir</a></li>
|
<li><a href="q3map-global-directives.html#q3map_fogDir" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_fogDir">q3map_fogDir</a></li>
|
||||||
|
<li><a href="q3map-global-directives.html#q3map_foliage">q3map_foliage</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_forceMeta" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_forceMeta">q3map_forceMeta</a></li>
|
<li><a href="q3map-global-directives.html#q3map_forceMeta" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_forceMeta">q3map_forceMeta</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_forceSunlight" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_forceSunlight">q3map_forceSunlight</a></li>
|
<li><a href="q3map-global-directives.html#q3map_forceSunlight" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_forceSunlight">q3map_forceSunlight</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_fur" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_fur">q3map_fur</a></li>
|
<li><a href="q3map-global-directives.html#q3map_fur" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_fur">q3map_fur</a></li>
|
||||||
|
|
@ -129,6 +131,7 @@
|
||||||
<li><a href="q3map-global-directives.html#q3map_lightStyle" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_lightStyle">q3map_lightStyle</a></li>
|
<li><a href="q3map-global-directives.html#q3map_lightStyle" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_lightStyle">q3map_lightStyle</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_lightSubdivide" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_lightSubdivide">q3map_lightSubdivide</a></li>
|
<li><a href="q3map-global-directives.html#q3map_lightSubdivide" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_lightSubdivide">q3map_lightSubdivide</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_noClip" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_noClip">q3map_noClip</a></li>
|
<li><a href="q3map-global-directives.html#q3map_noClip" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_noClip">q3map_noClip</a></li>
|
||||||
|
<li><a href="q3map-global-directives.html#q3map_noDirty">q3map_noDirty</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_noFast" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_noFast">q3map_noFast</a></li>
|
<li><a href="q3map-global-directives.html#q3map_noFast" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_noFast">q3map_noFast</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_noFog" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_noFog">q3map_noFog</a></li>
|
<li><a href="q3map-global-directives.html#q3map_noFog" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_noFog">q3map_noFog</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_nonPlanar" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_nonPlanar">q3map_nonPlanar</a></li>
|
<li><a href="q3map-global-directives.html#q3map_nonPlanar" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_nonPlanar">q3map_nonPlanar</a></li>
|
||||||
|
|
@ -139,9 +142,6 @@
|
||||||
<li><a href="q3map-global-directives.html#q3map_offset" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_offset">q3map_offset</a></li>
|
<li><a href="q3map-global-directives.html#q3map_offset" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_offset">q3map_offset</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_patchShadows" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_patchShadows">q3map_patchShadows</a></li>
|
<li><a href="q3map-global-directives.html#q3map_patchShadows" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_patchShadows">q3map_patchShadows</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_remapShader" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_remapShader">q3map_remapShader</a></li>
|
<li><a href="q3map-global-directives.html#q3map_remapShader" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_remapShader">q3map_remapShader</a></li>
|
||||||
<!--
|
|
||||||
<li><a href="q3map-global-directives.html#q3map_replicate">q3map_replicate</a></li>
|
|
||||||
-->
|
|
||||||
<li><a href="q3map-global-directives.html#q3map_rgbGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_rgbGen">q3map_rgbGen</a></li>
|
<li><a href="q3map-global-directives.html#q3map_rgbGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_rgbGen">q3map_rgbGen</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_rgbMod" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_rgbMod">q3map_rgbMod</a></li>
|
<li><a href="q3map-global-directives.html#q3map_rgbMod" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_rgbMod">q3map_rgbMod</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_shadeAngle" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_shadeAngle">q3map_shadeAngle</a></li>
|
<li><a href="q3map-global-directives.html#q3map_shadeAngle" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_shadeAngle">q3map_shadeAngle</a></li>
|
||||||
|
|
@ -151,9 +151,6 @@
|
||||||
<li><a href="q3map-global-directives.html#q3map_styleMarker2" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_styleMarker2">q3map_styleMarker2</a></li>
|
<li><a href="q3map-global-directives.html#q3map_styleMarker2" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_styleMarker2">q3map_styleMarker2</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_sun" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_sun">q3map_sun</a></li>
|
<li><a href="q3map-global-directives.html#q3map_sun" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_sun">q3map_sun</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_sunExt" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_sunExt">q3map_sunExt</a></li>
|
<li><a href="q3map-global-directives.html#q3map_sunExt" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_sunExt">q3map_sunExt</a></li>
|
||||||
<!--
|
|
||||||
<li><a href="q3map-global-directives.html#q3map_sunlight">q3map_sunlight</a></li>
|
|
||||||
-->
|
|
||||||
<li><a href="q3map-global-directives.html#q3map_surfaceLight" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_surfaceLight">q3map_surfaceLight</a></li>
|
<li><a href="q3map-global-directives.html#q3map_surfaceLight" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_surfaceLight">q3map_surfaceLight</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_surfaceModel" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_surfaceModel">q3map_surfaceModel</a></li>
|
<li><a href="q3map-global-directives.html#q3map_surfaceModel" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_surfaceModel">q3map_surfaceModel</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_tcGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_tcGen">q3map_tcGen</a></li>
|
<li><a href="q3map-global-directives.html#q3map_tcGen" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_tcGen">q3map_tcGen</a></li>
|
||||||
|
|
@ -161,10 +158,8 @@
|
||||||
<li><a href="q3map-global-directives.html#q3map_terrain" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_terrain">q3map_terrain</a></li>
|
<li><a href="q3map-global-directives.html#q3map_terrain" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_terrain">q3map_terrain</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_tessSize" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_tessSize">q3map_tessSize</a></li>
|
<li><a href="q3map-global-directives.html#q3map_tessSize" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_tessSize">q3map_tessSize</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_textureSize" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_textureSize">q3map_textureSize</a></li>
|
<li><a href="q3map-global-directives.html#q3map_textureSize" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_textureSize">q3map_textureSize</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_traceLight" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_traceLight">q3map_traceLight</a></li>
|
|
||||||
<li><a href="q3map-global-directives.html#q3map_vertexScale" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_vertexScale">q3map_vertexScale</a></li>
|
<li><a href="q3map-global-directives.html#q3map_vertexScale" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_vertexScale">q3map_vertexScale</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_vertexShadows" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_vertexShadows">q3map_vertexShadows</a></li>
|
<li><a href="q3map-global-directives.html#q3map_vertexShadows" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_vertexShadows">q3map_vertexShadows</a></li>
|
||||||
<li><a href="q3map-global-directives.html#q3map_vlight" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_vlight">q3map_vlight</a></li>
|
|
||||||
</ul>
|
</ul>
|
||||||
</li><!-- end Q3Map Global Directives -->
|
</li><!-- end Q3Map Global Directives -->
|
||||||
<li><a href="q3map-surface-parameter-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html">Q3Map Surface Parameter Directives</a>
|
<li><a href="q3map-surface-parameter-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html">Q3Map Surface Parameter Directives</a>
|
||||||
|
|
@ -204,6 +199,7 @@
|
||||||
<li><a href="q3map-surface-parameter-directives.html#slime" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#slime">surfaceparm slime</a></li>
|
<li><a href="q3map-surface-parameter-directives.html#slime" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#slime">surfaceparm slime</a></li>
|
||||||
<li><a href="q3map-surface-parameter-directives.html#structural" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#structural">surfaceparm structural</a></li>
|
<li><a href="q3map-surface-parameter-directives.html#structural" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#structural">surfaceparm structural</a></li>
|
||||||
<li><a href="q3map-surface-parameter-directives.html#trans" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#trans">surfaceparm trans</a></li>
|
<li><a href="q3map-surface-parameter-directives.html#trans" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#trans">surfaceparm trans</a></li>
|
||||||
|
<li><a href="q3map-surface-parameter-directives.html#trigger">surfaceparm trigger</a></li>
|
||||||
<li><a href="q3map-surface-parameter-directives.html#water" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#water">surfaceparm water</a></li>
|
<li><a href="q3map-surface-parameter-directives.html#water" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html#water">surfaceparm water</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
|
|
@ -228,13 +224,6 @@
|
||||||
<li><a href="stage-directives.html#alphaFunc" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/stage-directives.html#alphaFunc">alphaFunc</a></li>
|
<li><a href="stage-directives.html#alphaFunc" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/stage-directives.html#alphaFunc">alphaFunc</a></li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<!--
|
|
||||||
<li>Platform Specific Directives
|
|
||||||
<ul>
|
|
||||||
<li></li>
|
|
||||||
</ul>
|
|
||||||
</li>
|
|
||||||
-->
|
|
||||||
</ul>
|
</ul>
|
||||||
</li><!-- end Directives -->
|
</li><!-- end Directives -->
|
||||||
<li><h3>Articles</h3>
|
<li><h3>Articles</h3>
|
||||||
|
|
|
||||||
|
|
@ -56,6 +56,9 @@
|
||||||
<h1>Q3Map Global Directives</h1>
|
<h1>Q3Map Global Directives</h1>
|
||||||
<p>Q3Map2 global directives change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.</p>
|
<p>Q3Map2 global directives change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.</p>
|
||||||
|
|
||||||
|
<h2 id="light">light value</h2>
|
||||||
|
<p>Tells compiler to generate flare surface with default game flare shader. Value is not used, but must be present.</p>
|
||||||
|
|
||||||
<h2 id="q3map_alphaGen">q3map_alphaGen func</h2>
|
<h2 id="q3map_alphaGen">q3map_alphaGen func</h2>
|
||||||
<p>Currently takes a single function, const. This directive is used to set a surfaces vertex alpha values. q3map_alphaGen operations are applied to an object's vertexes so the alphaGen vertex directive is required for each affected stage.</p>
|
<p>Currently takes a single function, const. This directive is used to set a surfaces vertex alpha values. q3map_alphaGen operations are applied to an object's vertexes so the alphaGen vertex directive is required for each affected stage.</p>
|
||||||
|
|
||||||
|
|
@ -63,7 +66,7 @@
|
||||||
<p>Forces a fixed vertex alpha value to the entire shader surface, useful for controlling transparency or blending. Values are a normalized number.</p>
|
<p>Forces a fixed vertex alpha value to the entire shader surface, useful for controlling transparency or blending. Values are a normalized number.</p>
|
||||||
|
|
||||||
<h2 id="q3map_alphaMod">q3map_alphaMod func</h2>
|
<h2 id="q3map_alphaMod">q3map_alphaMod func</h2>
|
||||||
<p>This is used for special vertex alpha blending effects on surfaces by altering the vertex alpha values depending on specific surface properties, such as the surfaces normal axis or the vertexes contained within its volume. q3map_alphaMod operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage.</p>
|
<p>This is used for special vertex alpha blending effects on surfaces by altering the vertex alpha values depending on specific surface properties, such as the surfaces normal axis or the vertexes contained within its volume. q3map_alphaMod operations are applied to an object's vertexes so the alphaGen vertex directive is required for each affected stage.</p>
|
||||||
|
|
||||||
<h3>q3map_alphaMod dotproduct ( X Y Z )</h3>
|
<h3>q3map_alphaMod dotproduct ( X Y Z )</h3>
|
||||||
<p>Used to blend textures using alphaFunc or blendFunc in the shader's second pass, with the transparency depending on the surface's normal axis vector. This is achieved by taking the user specified vector ( X Y Z ) and applying a dotproduct calculation with the generated vertex normal vector to yield a normalized vertex alpha value. The dot product operation multiplies each element of one vector against the corresponding elements of a second vector, then adds them:</p>
|
<p>Used to blend textures using alphaFunc or blendFunc in the shader's second pass, with the transparency depending on the surface's normal axis vector. This is achieved by taking the user specified vector ( X Y Z ) and applying a dotproduct calculation with the generated vertex normal vector to yield a normalized vertex alpha value. The dot product operation multiplies each element of one vector against the corresponding elements of a second vector, then adds them:</p>
|
||||||
|
|
@ -117,6 +120,21 @@ textures/shaderlab_terrain/dirt_rock_grass
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
</pre>
|
</pre>
|
||||||
|
|
||||||
|
<h3>q3map_alphaMod dotproductScale ( X Y Z MIN MAX )</h3>
|
||||||
|
<p>Works similar to q3map_alphaMod dotproduct, but in addition values MIN and MAX denote a range of cosine values, in which blending will occur. So less than MIN is mapped to alpha value 0, above MAX is mapped to alpha value 1, and everything in between is mapped linearily.</p>
|
||||||
|
<p>If you prefer working with angles, you can set MIN to the cosine of the most steep angle of the blending, and MAX to the cosine of the most flat angle of the blending. Example:</p>
|
||||||
|
<pre>
|
||||||
|
q3map_alphagen dotProductScale ( 0 0 1 0.500 0.966 )
|
||||||
|
</pre>
|
||||||
|
<p>will set alpha value 0 for anything steeper than 60 degrees, and alpha value 1 for anything more flat than 15 degrees.</p>
|
||||||
|
|
||||||
|
<h3>q3map_alphaMod dotproduct2scale ( X Y Z MIN MAX )</h3>
|
||||||
|
<p>The same extension to dotProduct2. Note that the MIN and MAX values are squared cosine here. You get a different alpha values curve with the same min/max angles by writing:</p>
|
||||||
|
<pre>
|
||||||
|
q3map_alphagen dotProduct2scale ( 0 0 1 0.250 0.933 )
|
||||||
|
</pre>
|
||||||
|
|
||||||
<blockquote>
|
<blockquote>
|
||||||
<h4>Design Notes:</h4>
|
<h4>Design Notes:</h4>
|
||||||
<p>Typical examples of use include snow covering the top faces of objects, or terrain with grass growing on horizontal planes blending into rocky cliffs on near vertical surfaces. It is an excellent way of automatically creating realistic alpha-blended terrain without the complicated steps of setting up an alpha map.</p>
|
<p>Typical examples of use include snow covering the top faces of objects, or terrain with grass growing on horizontal planes blending into rocky cliffs on near vertical surfaces. It is an excellent way of automatically creating realistic alpha-blended terrain without the complicated steps of setting up an alpha map.</p>
|
||||||
|
|
@ -167,13 +185,13 @@ textures/shaderlab_terrain/dirt_rock_grass
|
||||||
<p>Clones surface and applies target shader's properties and appearance to clone. Be careful, this can lead to an infinite loop if a cloning shader references another cloning shader or itself.</p>
|
<p>Clones surface and applies target shader's properties and appearance to clone. Be careful, this can lead to an infinite loop if a cloning shader references another cloning shader or itself.</p>
|
||||||
|
|
||||||
<h2 id="q3map_colorGen">q3map_colorGen func</h2>
|
<h2 id="q3map_colorGen">q3map_colorGen func</h2>
|
||||||
<p>Currently takes a single function, const. This directive is used to set a surfaces vertex color values. q3map_colorGen operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage. Same as q3map_rgbGen.</p>
|
<p>Currently takes a single function, const. This directive is used to set a surfaces vertex color values. q3map_colorGen operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage. It's also needed to use q3map_noVertexLight or -novertex to avoid overwriting RGB vertex values by -light build stage. Same as q3map_rgbGen.</p>
|
||||||
|
|
||||||
<h3>q3map_colorGen const ( R G B )</h3>
|
<h3>q3map_colorGen const ( R G B )</h3>
|
||||||
<p>Forces a fixed vertex color value to the entire shader surface.</p>
|
<p>Forces a fixed vertex color value to the entire shader surface.</p>
|
||||||
|
|
||||||
<h2 id="q3map_colorMod">q3map_colorMod func</h2>
|
<h2 id="q3map_colorMod">q3map_colorMod func</h2>
|
||||||
<p>Used to alter the vertex color values of vertexes contained within its volume. q3map_colorMod operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage. Possible uses include creating a neutral hued texture for a CTF middleground and then creating shader instances of the texture for red and blue bases. Same as q3map_rgbMod.</p>
|
<p>Used to alter the vertex color values of vertexes contained within its volume. q3map_colorMod operations are applied to an object's vertexes so the rgbGen vertex directive is required for each affected stage. It's also needed to use q3map_noVertexLight or -novertex to avoid overwriting RGB vertex values by -light build stage. Possible uses include creating a neutral hued texture for a CTF middleground and then creating shader instances of the texture for red and blue bases. Same as q3map_rgbMod.</p>
|
||||||
|
|
||||||
<h3>q3map_colorMod scale ( R G B )</h3>
|
<h3>q3map_colorMod scale ( R G B )</h3>
|
||||||
<p>Used in conjunction with q3map_colorMod volume. Scales the vertex color by the specified color values.</p>
|
<p>Used in conjunction with q3map_colorMod volume. Scales the vertex color by the specified color values.</p>
|
||||||
|
|
@ -190,13 +208,43 @@ textures/shaderlab_terrain/dirt_rock_grass
|
||||||
|
|
||||||
<h3>q3map_colorMod dotproduct ( X Y Z )</h3>
|
<h3>q3map_colorMod dotproduct ( X Y Z )</h3>
|
||||||
<h3>q3map_colorMod dotproduct2 ( X Y Z )</h3>
|
<h3>q3map_colorMod dotproduct2 ( X Y Z )</h3>
|
||||||
|
<h3>q3map_colorMod dotproductScale ( X Y Z MIN MAX )</h3>
|
||||||
|
<h3>q3map_colorMod dotproduct2scale ( X Y Z MIN MAX )</h3>
|
||||||
<p>These ones work just like q3map_alphaMod dotproduct, but are modifying vertex color values.
|
<p>These ones work just like q3map_alphaMod dotproduct, but are modifying vertex color values.
|
||||||
</p>
|
</p>
|
||||||
|
|
||||||
|
|
||||||
|
<h2 id="q3map_deprecateShader">q3map_deprecateShader newShaderName</h2>
|
||||||
|
<p>Rename current shader to newShaderName, so it will be shown in a map as newShaderName. Similar to q3map_remapShader, but, unlike it, performs renaming in early loading stage, so compile parameters of newShaderName are used.</p>
|
||||||
|
|
||||||
|
<h2 id="q3map_flare">q3map_flare shadername</h2>
|
||||||
|
<p>Tells compiler to generate flare surface with specified shader.</p>
|
||||||
|
|
||||||
|
<h2 id="q3map_flareShader">q3map_flareShader shadername</h2>
|
||||||
|
<p>q3map_flare alias.</p>
|
||||||
|
|
||||||
|
<h2 id="q3map_floodLight">q3map_floodLight r g b dist intensity power</h2>
|
||||||
|
<p>Overrides the global floodlight (sort of ambient occlusion) parameters.</p>
|
||||||
|
<dl>
|
||||||
|
<dt>r g b</dt><dd>Light color, e.g. 240 240 255.</dd>
|
||||||
|
<dt>dist</dt><dd>The distance (in game units) at which occlusion test starts making an effect, e.g. 1024.</dd>
|
||||||
|
<dt>intensity</dt><dd>Light intensity, e.g. 128.</dd>
|
||||||
|
<dt>power</dt><dd>Light direction power, e.g. 1.</dd>
|
||||||
|
</dl>
|
||||||
|
|
||||||
<h2 id="q3map_fogDir">q3map_fogDir X Y Z</h2>
|
<h2 id="q3map_fogDir">q3map_fogDir X Y Z</h2>
|
||||||
<p>Specifies the direction a fog shader fades from transparent to opaque. Values indicate a directional vector.</p>
|
<p>Specifies the direction a fog shader fades from transparent to opaque. Values indicate a directional vector.</p>
|
||||||
|
|
||||||
|
<h2 id="q3map_foliage">q3map_foliage model scale density odds invert_alpha</h2>
|
||||||
|
<p>Wolf ET randomized instanced foliage.</p>
|
||||||
|
<dl>
|
||||||
|
<dt>model</dt><dd>Model path.</dd>
|
||||||
|
<dt>scale</dt><dd>Model scale.</dd>
|
||||||
|
<dt>density</dt><dd>Distribution density.</dd>
|
||||||
|
<dt>odds</dt><dd>Controls placement probability: placed if (alpha * odds) > random(0..1).</dd>
|
||||||
|
<dt>invert_alpha</dt><dd>0: use vertex alpha, 1: use inverted vertex alpha, 2: use alpha = 1.0.</dd>
|
||||||
|
</dl>
|
||||||
|
|
||||||
<h2 id="q3map_forceMeta">q3map_forceMeta</h2>
|
<h2 id="q3map_forceMeta">q3map_forceMeta</h2>
|
||||||
<p>Forces model (MD3, ASE, etc.) surfaces to be broken down into their component triangles like brush faces and passed through the meta code on a per shader basis. This is required for lightmapped models. Setting spawnflags 4 on a misc_model will set q3map_forceMeta on all its surfaces.</p>
|
<p>Forces model (MD3, ASE, etc.) surfaces to be broken down into their component triangles like brush faces and passed through the meta code on a per shader basis. This is required for lightmapped models. Setting spawnflags 4 on a misc_model will set q3map_forceMeta on all its surfaces.</p>
|
||||||
|
|
||||||
|
|
@ -296,6 +344,9 @@ textures/eerie/ironcrosslt2_10000
|
||||||
<h2 id="q3map_noClip">q3map_noClip</h2>
|
<h2 id="q3map_noClip">q3map_noClip</h2>
|
||||||
<p>You might have noticed that terrain has been made to not clip or t-junction anymore. It was causing too many issues, so a new parameter was added: q3map_noClip. Normally, Q3Map2 clips all faces to the BSP, and then takes the minimum polygon that encompasses all visible fragments. q3map_noClip forces Q3Map2 to uses the original brush faces (This is implicit for autosprite(2) surfaces). Therefore, if you map tidy, you could theoretically use q3map_noClip on all your shaders. q3map_noClip and q3map_noTJunc, when used in combination, will preserve mesh geometry exactly as you make it.</p>
|
<p>You might have noticed that terrain has been made to not clip or t-junction anymore. It was causing too many issues, so a new parameter was added: q3map_noClip. Normally, Q3Map2 clips all faces to the BSP, and then takes the minimum polygon that encompasses all visible fragments. q3map_noClip forces Q3Map2 to uses the original brush faces (This is implicit for autosprite(2) surfaces). Therefore, if you map tidy, you could theoretically use q3map_noClip on all your shaders. q3map_noClip and q3map_noTJunc, when used in combination, will preserve mesh geometry exactly as you make it.</p>
|
||||||
|
|
||||||
|
<h2 id="q3map_noDirty">q3map_noDirty</h2>
|
||||||
|
<p>Don't apply -dirty on this surface.</p>
|
||||||
|
|
||||||
<h2 id="q3map_noFast">q3map_noFast</h2>
|
<h2 id="q3map_noFast">q3map_noFast</h2>
|
||||||
<p>When used on surfaces that emit light, this will disable -fast optimizations. This is useful for large areas of dim sky, where you want the dim light to reach all surfaces. This shader directive prevents fast from affecting dim sky surfaces. It is necessary, if you can't do a workaround with brighter skies or by using a larger q3map_lightSubdivide value.</p>
|
<p>When used on surfaces that emit light, this will disable -fast optimizations. This is useful for large areas of dim sky, where you want the dim light to reach all surfaces. This shader directive prevents fast from affecting dim sky surfaces. It is necessary, if you can't do a workaround with brighter skies or by using a larger q3map_lightSubdivide value.</p>
|
||||||
|
|
||||||
|
|
@ -430,17 +481,11 @@ q3map_indexed
|
||||||
<h2 id="q3map_textureSize">q3map_textureSize X Y</h2>
|
<h2 id="q3map_textureSize">q3map_textureSize X Y</h2>
|
||||||
<p>Deprecated. Useful when you don't specify an editor or light image for a shader. Recent builds of Q3Map2 will find some referenced image in a shader and use that as a fallback. Historically, this was used for surface splitting for RTCW for PS2, to accommodate the hardware's limited texture range precision.</p>
|
<p>Deprecated. Useful when you don't specify an editor or light image for a shader. Recent builds of Q3Map2 will find some referenced image in a shader and use that as a fallback. Historically, this was used for surface splitting for RTCW for PS2, to accommodate the hardware's limited texture range precision.</p>
|
||||||
|
|
||||||
<h2 id="q3map_traceLight">q3map_traceLight</h2>
|
|
||||||
<p>Obsolete! Surfaces using a shader with this option will always be lit with the original light algorithm. Patches will not cast shadows on this surface, unless the shader option q3map_patchShadows is also used.</p>
|
|
||||||
|
|
||||||
<h2 id="q3map_vertexScale">q3map_vertexScale N.N</h2>
|
<h2 id="q3map_vertexScale">q3map_vertexScale N.N</h2>
|
||||||
<p>The light value, at the vertices of a surface using a shader with this option, is multiplied by the scale value. This is a way to lighten, or darken, a vertex_lit surface, in comparison to other lightmap_lit surfaces around it. Values must be normalized.</p>
|
<p>The light value, at the vertices of a surface using a shader with this option, is multiplied by the scale value. This is a way to lighten, or darken, a vertex_lit surface, in comparison to other lightmap_lit surfaces around it. Values must be normalized.</p>
|
||||||
|
|
||||||
<h2 id="q3map_vertexShadows">q3map_vertexShadows</h2>
|
<h2 id="q3map_vertexShadows">q3map_vertexShadows</h2>
|
||||||
<p>Obsolete! (See q3map_noVertexShadows) By default, no shadows are cast on vertex_lit_surfaces (see surfaceparm pointlight). In addition, when running Quake III Arena in vertex light, no shadows are cast upon any surface at all, since shadows are part of the lightmap. When using this shader directive, shadows will be cast on surfaces that are vertex lit. However, sharp shadow edges won't be seen on the surfaces, since light values are only calculated at the vertices.</p>
|
<p>Obsolete! (See q3map_noVertexShadows) By default, no shadows are cast on vertex_lit_surfaces (see surfaceparm pointlight). In addition, when running Quake III Arena in vertex light, no shadows are cast upon any surface at all, since shadows are part of the lightmap. When using this shader directive, shadows will be cast on surfaces that are vertex lit. However, sharp shadow edges won't be seen on the surfaces, since light values are only calculated at the vertices.</p>
|
||||||
|
|
||||||
<h2 id="q3map_vlight">q3map_vlight</h2>
|
|
||||||
<p>Obsolete!</p>
|
|
||||||
|
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
|
||||||
|
|
@ -97,7 +97,7 @@
|
||||||
</blockquote>
|
</blockquote>
|
||||||
|
|
||||||
<h2 id="dust">surfaceparm dust</h2>
|
<h2 id="dust">surfaceparm dust</h2>
|
||||||
<p>If a player lands on a surface that uses a shader with this parameter, a puff of dust will appear at the player's feet. Note that the worldspawn entity must contain the "enabledust" key with a set value of "1".</p>
|
<p>Team Arena specific: if a player lands on a surface that uses a shader with this parameter, a puff of dust will appear at the player's feet. Note that the worldspawn entity must contain the "enabledust" key with a set value of "1".</p>
|
||||||
|
|
||||||
<h2 id="flesh">surfaceparm flesh</h2>
|
<h2 id="flesh">surfaceparm flesh</h2>
|
||||||
<p>This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. Actually, the code for this was never fully implemented by id Software. It remains half-finished so unfortunately it doesn't work.</p>
|
<p>This will cue different sounds (in a similar manner to metalsteps) and cause blood to appear instead of bullet impact flashes. Actually, the code for this was never fully implemented by id Software. It remains half-finished so unfortunately it doesn't work.</p>
|
||||||
|
|
@ -187,7 +187,10 @@
|
||||||
<p>This surface attribute causes a brush to be seen by the Q3Map2 process as a possible break-point in a BSP tree. It is used as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by default, structural, so you shouldn't need to specify this.</p>
|
<p>This surface attribute causes a brush to be seen by the Q3Map2 process as a possible break-point in a BSP tree. It is used as a part of the shader for the "hint" texture. Generally speaking, any opaque texture not marked as "detail" is, by default, structural, so you shouldn't need to specify this.</p>
|
||||||
|
|
||||||
<h2 id="trans">surfaceparm trans</h2>
|
<h2 id="trans">surfaceparm trans</h2>
|
||||||
<p>Tells Q3Map2 that pre-computed visibility should not be blocked by this surface. Generally, any shaders that have blendfunc's should be marked as surfaceparm trans.</p>
|
<p>Tells Q3Map2 that pre-computed visibility and light should not be blocked by this surface. Generally, any shaders that have blendfunc's should be marked as surfaceparm trans.</p>
|
||||||
|
|
||||||
|
<h2 id="trigger">surfaceparm trigger</h2>
|
||||||
|
<p>Implies transparent and nonsolid inside q3map2. Is not necessary for the game, as it assigns this flag basing on entity type.</p>
|
||||||
|
|
||||||
<h2 id="water">surfaceparm water</h2>
|
<h2 id="water">surfaceparm water</h2>
|
||||||
<p>Assigns to the texture the game properties for water. This affects both the surface and the content of a brush.</p>
|
<p>Assigns to the texture the game properties for water. This affects both the surface and the content of a brush.</p>
|
||||||
|
|
|
||||||
|
|
@ -350,7 +350,7 @@ tcMod scroll 1 1
|
||||||
<p>This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired).</p>
|
<p>This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second. A positive value means clockwise rotation. A negative value means counterclockwise rotation. For example "tcMod rotate 5" would rotate texture coordinates 5 degrees each second in a clockwise direction. The texture rotates around the center point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired).</p>
|
||||||
|
|
||||||
<h3>tcMod scale <em>sScale tScale</em></h3>
|
<h3>tcMod scale <em>sScale tScale</em></h3>
|
||||||
<p>Resizes (enlarges or shrinks) the texture coordinates by multiplying them against the given factors of sScale and tScale. The values "s" and "t" conform to the "x" and "y" values (respectively) as they are found in the original texture. A positive value less than one will increase the size of the texture. A value greater than 1.0 will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampTexCoords for ways to control this).</p>
|
<p>Resizes (enlarges or shrinks) the texture coordinates by multiplying them against the given factors of sScale and tScale. The values "s" and "t" conform to the "x" and "y" values (respectively) as they are found in the original texture. A positive value less than one will increase the size of the texture. A value greater than 1.0 will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see clampMap for ways to control this).</p>
|
||||||
|
|
||||||
<img src="tcmodscale.png" class="center" />
|
<img src="tcmodscale.png" class="center" />
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1273,7 +1273,7 @@ static void ParseShaderFile( const char *filename ){
|
||||||
si->backsplashDistance = atof( token );
|
si->backsplashDistance = atof( token );
|
||||||
}
|
}
|
||||||
|
|
||||||
/* q3map_floodLight <r> <g> <b> <diste> <intensity> <light_direction_power> */
|
/* q3map_floodLight <r> <g> <b> <distance> <intensity> <light_direction_power> */
|
||||||
else if ( striEqual( token, "q3map_floodLight" ) ) {
|
else if ( striEqual( token, "q3map_floodLight" ) ) {
|
||||||
/* get color */
|
/* get color */
|
||||||
text.GetToken( false );
|
text.GetToken( false );
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user