Editing Darkplaces material system/General Keywords
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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.}} | ||
− | == | + | ==dpMeshCollisions== |
− | This | + | 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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− | + | ==dpPolygonOffset <factor> <offset>== | |
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. | 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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{{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>== | |
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. | ||
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{{navigation footer|Special Keywords}} | {{navigation footer|Special Keywords}} | ||
{{finished}} | {{finished}} |