Darkplaces material system
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− | + | Darkplaces material system is created to put more direct control over the surfaces qualities of textures into the hands of designers and artists. This reference contains all information needed to work with Darkplaces materials. | |
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− | + | Since Darkplaces material system are inspired by [http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/index.htm Quake 3 Shader System] and Blood Omnicide is using [http://q3map2.everyonelookbusy.net/shader_manual/ Q3Map2] to build maps, this reference is based on Quake 3/Q3map2 docs, but adapted and extended to Darkplaces way-of-things-done. | |
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− | + | == Chapters == | |
+ | <font size=3> | ||
+ | #[[Darkplaces material system/Introduction | Introduction]] | ||
+ | #[[Darkplaces material system/Key Concepts | Key Concepts]] | ||
+ | #[[Darkplaces material system/General Keywords | General Keywords]] | ||
+ | #[[Darkplaces material system/Special Keywords | Special Keywords]] | ||
+ | #[[Darkplaces material system/Stages | Stages]] | ||
+ | </font> | ||
__NOTOC__ | __NOTOC__ | ||
[[Category:Darkplaces engine]] | [[Category:Darkplaces engine]] | ||
+ | {{finished}} |
Latest revision as of 21:57, 20 February 2013
Darkplaces material system is created to put more direct control over the surfaces qualities of textures into the hands of designers and artists. This reference contains all information needed to work with Darkplaces materials.
Since Darkplaces material system are inspired by Quake 3 Shader System and Blood Omnicide is using Q3Map2 to build maps, this reference is based on Quake 3/Q3map2 docs, but adapted and extended to Darkplaces way-of-things-done.
[edit] Chapters