diff --git a/docs/shaderManual/contents.html b/docs/shaderManual/contents.html index ac9635b0..472ac358 100644 --- a/docs/shaderManual/contents.html +++ b/docs/shaderManual/contents.html @@ -210,7 +210,6 @@
  • Quake Editor Radiant Directives diff --git a/docs/shaderManual/quake-editor-radiant-directives.html b/docs/shaderManual/quake-editor-radiant-directives.html index 1d86fa9b..2b693a89 100644 --- a/docs/shaderManual/quake-editor-radiant-directives.html +++ b/docs/shaderManual/quake-editor-radiant-directives.html @@ -62,7 +62,6 @@ textures/liquids/lavahell2 //path and name of new texture { qer_editorImage textures/eerie/lavahell.tga //based on this - qer_nocarve //cannot be cut by CSG subtract surfaceparm noimpact //projectiles do not hit it surfaceparm lava //has the game properties of lava surfaceparm nolightmap //environment lighting does not affect @@ -83,8 +82,10 @@ textures/liquids/lavahell2 //path and name of new texture

    The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightness) without having to create a new piece of TGA art for each new shader.

    +

    qer_trans N.N

    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.