Editing Darkplaces material system/General Keywords
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− | {{navigation title| | + | {{navigation title|Darkplaces material system|General Keywords|Special Keywords}} |
− | ==surfaceparm== | + | == surfaceparm == |
This is, by the fact, most widely used and most tricky material keyword. | This is, by the fact, most widely used and most tricky material keyword. | ||
− | All surfaceparm keywords are preceded by the word ''surfaceparm'' as follows: ''surfaceparm nonsolid'' or ''surfaceparm trans''. Each surfaceparm have corresponding q3map_''surfaceparmname'' keyword ('''q3map_nonsolid''', '''q3map_trans''' etc.) which is only acquired by Q3map2. Surfaceparm keywords change the physical nature of the materials and the brushes. Changing any of these values will likely require the map to be re-compiled. These are global and affect the entire shader. | + | All surfaceparm keywords are preceded by the word ''surfaceparm'' as follows: ''surfaceparm nonsolid'' or ''surfaceparm trans''. Each surfaceparm have corresponding q3map_''surfaceparmname'' keyword ('''q3map_nonsolid''', '''q3map_trans''' etc.) which is only acquired by Q3map2. Surfaceparm keywords change the physical nature of the materials and the brushes that are marked with them. Changing any of these values will likely require the map to be re-compiled. These are global and affect the entire shader. |
This document skips all Q3map2 surfaceparms that is not used by Blood Omnicide. | This document skips all Q3map2 surfaceparms that is not used by Blood Omnicide. | ||
− | ===General surfaceparms=== | + | === General surfaceparms === |
'''surfaceparm alphashadow''' | '''surfaceparm alphashadow''' | ||
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:This surface will have no lightmap generated. This will save some memory and make map compilation faster. | :This surface will have no lightmap generated. This will save some memory and make map compilation faster. | ||
:Used by Q3map2 light phase. | :Used by Q3map2 light phase. | ||
− | :{{design|This keyword have no effect at vertex-based lighting (lighting calculated for vertices and being saved to their rgba attributes). Surface with no lightmap will be rendered with vertex-based lighting. To disable vertex lignting calculation, use '''q3map_noVertexLight''' keyword. | + | :{{design|This keyword have no effect at vertex-based lighting (lighting calculated for vertices and being saved to their rgba attributes). Surface with no lightmap will be rendered with vertex-based lighting. To disable vertex lignting calculation, use '''q3map_noVertexLight''' keyword.{{ |
'''surfaceparm nonsolid''' | '''surfaceparm nonsolid''' | ||
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:{{design|This keyword is used on '''common/iwater''' material.}} | :{{design|This keyword is used on '''common/iwater''' material.}} | ||
− | ===System surfaceparms=== | + | === System surfaceparms === |
This is surfaceparms is only used in [[common materials]]. You dont need to specify them on your new materials. | This is surfaceparms is only used in [[common materials]]. You dont need to specify them on your new materials. | ||
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:Used by q3map2 BSP phase. | :Used by q3map2 BSP phase. | ||
− | ===Custom surfaceparms=== | + | === Custom surfaceparms === |
This surface parameters are defined by [[custinfoparms.txt]] and used to assign a game-related properties to material, such as hit effect and step sound. | This surface parameters are defined by [[custinfoparms.txt]] and used to assign a game-related properties to material, such as hit effect and step sound. | ||
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{{important|Blood Omnicide allows only one game-physics surfaceparm per material.}} | {{important|Blood Omnicide allows only one game-physics surfaceparm per material.}} | ||
− | ==cull none== | + | == cull none == |
Every surface of a polygon has two sides, a front and a back. Typically, we only see the front side. For example, a solid block you only show the front side. In some situations we see both (grates, screens etc.). | Every surface of a polygon has two sides, a front and a back. Typically, we only see the front side. For example, a solid block you only show the front side. In some situations we see both (grates, screens etc.). | ||
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To "cull" means to remove. This keyword allows to disable side culling, so both sides of the surfaces would be visible. | To "cull" means to remove. This keyword allows to disable side culling, so both sides of the surfaces would be visible. | ||
− | {{tip | + | {{tip|Realtime lighting and lightmaps dont work well with twosided surfaces, caused back side to be lit same as front. To avoid that, should create two one-sided surfaces in game.}} |
{{design|When making things like grates and screens with [[Brush | brushes]], put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.}} | {{design|When making things like grates and screens with [[Brush | brushes]], put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.}} | ||
− | + | == deformVertexes == | |
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− | ==deformVertexes== | + | |
This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the material. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. | This function performs a general deformation on the surface's vertexes, changing the actual shape of the surface before drawing the material. You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance. | ||
− | ===deformVertexes <nowiki>wave <div> <func> <base> <amplitude> <phase> <freq></nowiki> === | + | === deformVertexes <nowiki><wave> <div> <func> <base> <amplitude> <phase> <freq></nowiki> === |
:Designed for water surfaces, modifying the values differently at each point. It accepts the standard [[Darkplaces material system/Key Concepts#Waveform_Functions | waveform functions]]. | :Designed for water surfaces, modifying the values differently at each point. It accepts the standard [[Darkplaces material system/Key Concepts#Waveform_Functions | waveform functions]]. | ||
:The "div" parameter is used to control the wave "spread" - a value equal to the tesselation distance (see q3map_tessSize, a subdivision size, in game units, used for the material when seen in the game world). | :The "div" parameter is used to control the wave "spread" - a value equal to the tesselation distance (see q3map_tessSize, a subdivision size, in game units, used for the material when seen in the game world). | ||
− | + | ===deformVertexes normal <nowiki><div> <func> <base> <amplitude ~0.1-~0.5> <frequency ~1.0-~4.0></nowiki> === | |
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− | ===deformVertexes normal <nowiki><div> <func> <base> <amplitude ~0.1-~0.5> <frequency ~1.0-~4.0></nowiki>=== | + | |
:This deformation affects the normals of a vertex without actually moving it, which will effect later material options like lighting (especially specular) and environment mapping (see stage specific keywords for tcGen environment). If the materialdon't use normals in any of their calculations, there will be no visible effect. | :This deformation affects the normals of a vertex without actually moving it, which will effect later material options like lighting (especially specular) and environment mapping (see stage specific keywords for tcGen environment). If the materialdon't use normals in any of their calculations, there will be no visible effect. | ||
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:'''Design Notes''': Putting values of 0.1 t o 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. | :'''Design Notes''': Putting values of 0.1 t o 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results. | ||
− | + | === deformVertexes bulge <nowiki><bulgeWidth> <bulgeHeight> <bulgeSpeed></nowiki> === | |
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− | ===deformVertexes bulge <nowiki><bulgeWidth> <bulgeHeight> <bulgeSpeed></nowiki>=== | + | |
:This forces a bulge to move along the given S and T directions. Designed for use on curved pipes. | :This forces a bulge to move along the given S and T directions. Designed for use on curved pipes. | ||
− | + | === deformVertexes move <nowiki><x> <y> <z> <func> <base> <amplitude> <phase> <freq></nowiki> === | |
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− | ===deformVertexes move <nowiki><x> <y> <z> <func> <base> <amplitude> <phase> <freq></nowiki>=== | + | |
:This keyword is used to make a brush, curve patch or model appear to move together as a unit. The <x> <y> and <z> values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. | :This keyword is used to make a brush, curve patch or model appear to move together as a unit. The <x> <y> and <z> values are the distance and direction in game units the object appears to move relative to it's point of origin in the map. | ||
:The product of the function modifies the values x, y, and z. Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base. | :The product of the function modifies the values x, y, and z. Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base. | ||
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:{{design|If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.}} | :{{design|If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.}} | ||
− | ===deformVertexes autosprite=== | + | === deformVertexes autosprite === |
:This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a [[sprite]] without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must be square. | :This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a [[sprite]] without having to make it a separate entity. This means that the "sprite" on which the texture is placed will rotate to always appear at right angles to the player's view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the autosprite effect on it. The brush face containing a texture with this shader keyword must be square. | ||
:{{design|This is best used on objects that would appear the same regardless of viewing angle. An example might be a glowing light flare.}} | :{{design|This is best used on objects that would appear the same regardless of viewing angle. An example might be a glowing light flare.}} | ||
− | ===deformVertexes autosprite2=== | + | === deformVertexes autosprite2 === |
:Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a pillar of fire that you can walk around, or an energy beam stretched across the room. | :Is a slightly modified "sprite" that only rotates around the middle of its longest axis. This allows you to make a pillar of fire that you can walk around, or an energy beam stretched across the room. | ||
− | ===Specific parameter definitions for deform keywords=== | + | === Specific parameter definitions for deform keywords === |
'''div''' | '''div''' | ||
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'''frequency''' | '''frequency''' | ||
− | :See Wave Forms in the introduction for a description of frequency | + | :See Wave Forms in the introduction for a description of frequency/ |
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− | {{ | + | {{design|The <nowiki><div></nowiki> and <nowiki><amplitude></nowiki> parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.}} |
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