Common materials

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== Special ==
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= Rarely used materials =
  
 
This system materials used to create very special things.
 
This system materials used to create very special things.
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Invisible surface that blocks lighting.
 
Invisible surface that blocks lighting.
 
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| [[File:common_lighthill.jpg|64px]]
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| [[File:common_lighthull.jpg|64px]]
 
| '''common/lighthull'''
 
| '''common/lighthull'''
 
Same as lightblock but blocks lighting from inside.
 
Same as lightblock but blocks lighting from inside.
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This materials dont have any effects. Thay are just used to separate things.
 
This materials dont have any effects. Thay are just used to separate things.
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{| width=800 height=32 cellspacing=0 cellpadding=7 border=0 style="border-collapse: collapse"
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| [[File:common_trigger.jpg|64px]]
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| '''common/trigger'''
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All triggers should be marked with this material.
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|-
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| [[File:common_roof.jpg|64px]]
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| '''common/roof'''
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Material to cover invisible rooftops on [[func_roof]].
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|-
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| [[File:common_mark.jpg|64px]]
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| '''common/mark1''' ... '''common/mark9'''
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Visible materials to mark various stuff, like light glares, zones.
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|}
  
 
== Unused ===
 
== Unused ===
  
 
This materials are there, but not having any functionality.
 
This materials are there, but not having any functionality.

Revision as of 23:46, 16 July 2012

System materials with a special behavior. Used widely on all maps.

Common caulk.jpg common/caulk

A system shader designed to 'caulk' or seal a map. In-game, it is a transparent solid texture. It is best applied to all surfaces which a player will be unable to see while in-game. This texture generate no draw surfaces.

Common clip.jpg common/clip

Surfaces with this shaders make invisible walls which clips movement of players. Do not affects footsteps (footstep tracing skips clipsurfaces to get real material player standing on).

Common monsterclip.jpg common/monsterclip

Like Clip but only clips NPC movement.

Common fullclip.jpg common/fullclip

PlayerClip + MonsterClip.

Common origin.jpg common/origin

Normally brush entities have no origin. Center of brush covered by this textures will set origin of it's parent BModel. This origin is used for movement (path spots) and rotation.

Common black.jpg common/black

Black wall, hides any stuff behing it. Dont cast a shadow.

Common areadisable.jpg common/areadisable

Black wall on steroids, this also hides any transparent entities, marks, effects.

Common iwater.jpg common/ilava

Invisible, sets brush contents to water. Also used on covering junction sides of water brushes (when making a long river). Water damage the player at slight rate.

Common islime.jpg common/islime

Invisible, sets brush contents to swamp. Swamp slows down player and damage at slight rate when he moves.

Common ilava.jpg common/ilava

Invisible, sets brush contents to lava. Also used on covering junction sides of lava brushes. Lava damages player at hight rate (even in mist form), almost impossible to walk.

Common lightgrid.jpg common/lightgrid

World brush with this texture will make boundaries of entity static lighting. There is no other use.


Rarely used materials

This system materials used to create very special things.

Common blackshadow.jpg common/blackshadow

Black wall but casts shadows from static lights.

Common lightblock.jpg common/lightblock

Invisible surface that blocks lighting.

Common lighthull.jpg common/lighthull

Same as lightblock but blocks lighting from inside.

Common hint.jpg 'common/hint

This brush splits visibility data making more portals. Rarely used to enhance portal culling.

Common nodraw.jpg common/nodraw

Caulk that doesnt block visibility data.

Common dpshadow.jpg common/dpshadow

Invisible wall that cast realtime shadows. Weird.

Common collision.jpg dpbihclip

This invisible texture is inaccessible from texture window. It is ised on collision meshes to define BIH support with no reatime shadows.

Common collision.jpg dpbihplayerclip

BIH support + playerclip.

Common collision.jpg dpbihclipandshadow

BIH support + cast realtime shadows.

Common collision.jpg collision

This texture should be used with "collision" mesh only used by ODE.


Markers

This materials dont have any effects. Thay are just used to separate things.

Common trigger.jpg common/trigger

All triggers should be marked with this material.

Common roof.jpg common/roof

Material to cover invisible rooftops on func_roof.

Common mark.jpg common/mark1 ... common/mark9

Visible materials to mark various stuff, like light glares, zones.

Unused =

This materials are there, but not having any functionality.

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