Editing Darkplaces material system/General Keywords
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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 roundwave <nowiki><radius> <wavesize> <radiusexponent> <x> <y> <z> {wavefunc}</nowiki>=== | ===deformVertexes roundwave <nowiki><radius> <wavesize> <radiusexponent> <x> <y> <z> {wavefunc}</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.}} | ||
− | == | + | ==Renderer features== |
− | This keywords controls various renderer | + | This keywords controls various parameters used by renderer and physics. |
===dpOffsetMapping <nowiki><type> <scale> [<biastype> <biasvalue>]</nowiki>=== | ===dpOffsetMapping <nowiki><type> <scale> [<biastype> <biasvalue>]</nowiki>=== | ||
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===dpNoFog=== | ===dpNoFog=== | ||
Disables fog rendering for a surface. | Disables fog rendering for a surface. | ||
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+ | ==Transparent surfaces== | ||
===dpPolygonOffset <factor> <offset>=== | ===dpPolygonOffset <factor> <offset>=== | ||
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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.}} | ||
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===dpTransparentSort <nowiki><sort></nowiki>=== | ===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. | ||
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==Physics== | ==Physics== | ||
− | This keywords controls parameters | + | This keywords controls various parameters used by game physics. |
===dpMeshCollisions=== | ===dpMeshCollisions=== |