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. | ||
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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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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.}} | ||
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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). | ||
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===deformVertexes normal <nowiki><div> <func> <base> <amplitude ~0.1-~0.5> <frequency ~1.0-~4.0></nowiki>=== | ===deformVertexes normal <nowiki><div> <func> <base> <amplitude ~0.1-~0.5> <frequency ~1.0-~4.0></nowiki>=== | ||
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:'''IMPORTANT NOTE''': In Darkplaces, offset mapping uses vertex normals for the calculations. deformVertexes normal most likely will mess it up. | :'''IMPORTANT NOTE''': In Darkplaces, offset mapping uses vertex normals for the calculations. deformVertexes normal most likely will mess it up. | ||
:'''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. | ||
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===deformVertexes bulge <nowiki><bulgeWidth> <bulgeHeight> <bulgeSpeed></nowiki>=== | ===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. | ||
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===deformVertexes move <nowiki><x> <y> <z> <func> <base> <amplitude> <phase> <freq></nowiki>=== | ===deformVertexes move <nowiki><x> <y> <z> <func> <base> <amplitude> <phase> <freq></nowiki>=== | ||
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{{tip|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.}} | {{tip|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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