docs: shaderManual: remove unsupported qer_nocarve
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@ -210,7 +210,6 @@
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<li><a href="quake-editor-radiant-directives.html" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/quake-editor-radiant-directives.html">Quake Editor Radiant Directives</a>
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<ul>
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<li><a href="quake-editor-radiant-directives.html#editorImage" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/quake-editor-radiant-directives.html#editorImage">qer_editorImage</a></li>
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<li><a href="quake-editor-radiant-directives.html#noCarve" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/quake-editor-radiant-directives.html#noCarve">qer_noCarve</a></li>
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<li><a href="quake-editor-radiant-directives.html#trans" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/quake-editor-radiant-directives.html#trans">qer_trans</a></li>
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<li><a href="quake-editor-radiant-directives.html#alphaFunc" tppabs="http://robotrenegade.com/q3map2/docs/shader_manual/quake-editor-radiant-directives.html#alphaFunc">qer_alphaFunc</a></li>
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</ul>
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@ -62,7 +62,6 @@
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textures/liquids/lavahell2 //path and name of new texture
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{
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qer_editorImage textures/eerie/lavahell.tga //based on this
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qer_nocarve //cannot be cut by CSG subtract
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surfaceparm noimpact //projectiles do not hit it
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surfaceparm lava //has the game properties of lava
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surfaceparm nolightmap //environment lighting does not affect
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@ -83,8 +82,10 @@ textures/liquids/lavahell2 //path and name of new texture
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<p>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.</p>
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</blockquote>
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<!-- only available in GtkRadiant 1.4/1.6
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<h2 id="noCarve">qer_noCarve</h2>
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<p>A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures.</p>
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-->
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<h2 id="trans">qer_trans N.N</h2>
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<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>
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