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{{navigation title|Key Concepts}}
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{{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.
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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.}}
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:{{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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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> ===
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===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).
 
Typical usage:
 
deformVertexes wave 128 sin 0 0.3 10 0.5
 
  
 
===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.
 
Typical usage:
 
deformVertexes normal 2 0.5
 
 
{{bug|On lightmapped surface, deformVertexes normal has no effect if tangentspace deluxemapping is used (since tangentspace deluxemapping do not use vertex normals). Use modelspace deluxemapping.}}
 
  
 
===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.
 
Typical usage:
 
deformVertexes bulge 0.1 0.6 0.18
 
 
===deformVertexes roundwave <nowiki><radius> <wavesize> <radiusexponent> <x> <y> <z> {wavefunc}</nowiki>===
 
:Makes round waves coming from center point. Designed to simulate fountains and pools.
 
:"Radius" is max radius of roundwave. "Wavesize" is length of wave at the start. "Exponent" is a power function, it makes wave longer with the distance from center point. X,y,z are effect offsets from entity center (or from world origin for worldspawn surfaces).
 
:"Wavefunc" is standart wavefunction used to create waves - 5 parms (<wavefunc> <base> <amplitude> <phase> <freq>).
 
:example: deformVertexes roundwave 180 18 3 0 0 0 sin 0 1.00 0.0 1.2
 
  
 
===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.}}
  
==Engine renderer features==
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==dpMeshCollisions==
This keywords controls various renderer features.
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Use surface's draw geometry for collision detection instead of generated BSP geometry (some models have no one). This works only if [[BIH]] is enabled.
 
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===dpOffsetMapping <nowiki><type> <scale> [<biastype> <biasvalue>]</nowiki>===
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todo
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===dpSelfShadowing <scale> <offsetscale> [<offsetbiastype> <offsetbiasvalue>]===
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todo
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===dpNoFog===
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Disables fog rendering for a surface.
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===dpPolygonOffset &lt;factor&gt; &lt;offset&gt;===
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==dpPolygonOffset &lt;factor&gt; &lt;offset&gt;==
Allows arbitrary offsets of a surface's depth during rendering. Material with this keyword are able to stack over rest of geometry with no [[Radiant/Glossary | z-fighting]]. Useful for decals.
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Allows arbitrary offsets of a surface's depth during rendering. Material with this keyword are able to stack over rest of geometry with no [[Radiant Glossary | z-fighting]]. Useful for decals.
  
 
Both parameters are optional, if not used, a default factor of 0 and offset -2 is used.
 
Both parameters are optional, if not used, a default factor of 0 and offset -2 is used.
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{{tip|mod_q3shader_default_polygonfactor and mod_q3shader_default_polygonoffset controls default values.}}
 
{{tip|mod_q3shader_default_polygonfactor and mod_q3shader_default_polygonoffset controls default values.}}
  
===dpTransparentSort <nowiki><sort></nowiki>===
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==dpTransparentSort <nowiki><sort></nowiki>==
 
Rendering of blended materials requires software sorting to keep the depth order of geometry. This keyword changes default distance sorting to allow for special effects.
 
Rendering of blended materials requires software sorting to keep the depth order of geometry. This keyword changes default distance sorting to allow for special effects.
 
* '''distance''' : default distance-based sorting
 
* '''distance''' : default distance-based sorting
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===dpNoShaderKillIfCvarZero <nowiki><cvar></nowiki>===
 
===dpNoShaderKillIfCvarZero <nowiki><cvar></nowiki>===
 
Opposite to above.
 
Opposite to above.
 
 
==Physics==
 
This keywords controls parameters for game physics.
 
 
===dpMeshCollisions===
 
Use surface's draw geometry for collision detection instead of generated BSP geometry (some models have no one). This works only if [[BIH]] is enabled.
 
 
===dpNoBih===
 
Disable Bounding Interval Hierarchy tree construction for a surface. Used an an optimisation on surfaces which never need game physics (such as grass).
 
 
 
{{navigation footer|Special Keywords}}
 
{{finished}}
 

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