Darkplaces material system

From Blood Wiki
(Difference between revisions)
Jump to: navigation, search
m (Credits)
m (Credits)
Line 15: Line 15:
 
* [http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/index.htm Quake 3 Shader Manual] by By Paul Jaquays and Brian Hook
 
* [http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/index.htm Quake 3 Shader Manual] by By Paul Jaquays and Brian Hook
 
* [http://q3map2.everyonelookbusy.net/shader_manual/ Q3Map2 Shader manual] by Obsidian and ydnar
 
* [http://q3map2.everyonelookbusy.net/shader_manual/ Q3Map2 Shader manual] by Obsidian and ydnar
 +
* Darkplaces and Blood Omnicide part by VorteX
  
 
__NOTOC__
 
__NOTOC__
 
[[Category:Darkplaces engine]]
 
[[Category:Darkplaces engine]]
 
{{finished}}
 
{{finished}}

Revision as of 21:48, 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.

Chapters

  1. Introduction
  2. Key Concepts
  3. General Keywords
  4. Special Keywords
  5. Stages

Credits

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox