Editing Darkplaces material system/Special Keywords

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{{navigation title|General Keywords}}
 
{{navigation title|General Keywords}}
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{{unfinished}}
  
 
==Q3Map2 Specific Keywords==
 
==Q3Map2 Specific Keywords==
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====q3map_backShader <nowiki><materialName></nowiki>====
 
====q3map_backShader <nowiki><materialName></nowiki>====
 
:This allows a brush to use a different shader on the back side of surface. By way of example, this would allow a water brush (or other) surfaces to have a different appearance when seen from the inside.
 
:This allows a brush to use a different shader on the back side of surface. By way of example, this would allow a water brush (or other) surfaces to have a different appearance when seen from the inside.
:{{design|Back shader is a better alternative to '''cull none''' because it is consistent with lighting. Drawback are that it produces more geometry data (larger loading times, more memory required), which may be abusing if surface is used too many times.}}
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:{{design|q3map_backShader is a better alternative to '''cull none''' because it is consistent with lighting. Drawback are that it produces more geometry data (larger loading times, more memory required), which may be abusing if surface is used too many times.}}
:{{tip|Back shader is identical to q3map_cloneShader (with cloned shader having q3map_invert)}}
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:{{tip|q3map_backShader is identical to q3map_cloneShader (with cloned shader having q3map_invert)}}
  
====q3map_tcGen ivector <nowiki>( <Sx> <Sy> <Sz> ) ( <Tx> <Ty> <Tz> )</nowiki>====
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====q3map_tcGen <nowiki><function></nowiki>====
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:Generate new texture coordinates for a surface. Supports two functions which do the exact same thing. The only difference is in the math, ivector was designed to be more intuitive.
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====q3map_tcGen ivector ( Sx Sy Sz ) ( Tx Ty Tz )====
 
:Generate new texture coordinates for a surface. Projects a texture S units by T units along a chosen axis. q3map_tcGen vector ( 256 0 0 ) ( 0 256 0 ) will project a texture every 256 units in x, and every 256 units in y, along the z-axis.
 
:Generate new texture coordinates for a surface. Projects a texture S units by T units along a chosen axis. q3map_tcGen vector ( 256 0 0 ) ( 0 256 0 ) will project a texture every 256 units in x, and every 256 units in y, along the z-axis.
  
 
====q3map_tcMod <nowiki><function></nowiki>====
 
====q3map_tcMod <nowiki><function></nowiki>====
 
:This works in a similar manner to the stage-specific tcMod keyword, except in the compiler, so that modified texture coordinates are "baked" into the surface. This lets you set up less obvious texture tiling on natural and organic surfaces (especially terrain).
 
:This works in a similar manner to the stage-specific tcMod keyword, except in the compiler, so that modified texture coordinates are "baked" into the surface. This lets you set up less obvious texture tiling on natural and organic surfaces (especially terrain).
:* '''rotate <nowiki><degrees></nowiki>''' - Rotates the texture (around origin, not center) a specified number of degrees.
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:* '''q3map_tcMod rotate <nowiki><degrees></nowiki>''' - Rotates the texture (around origin, not center) a specified number of degrees.
:* '''scale <nowiki><S> <T></nowiki>''' - Scales S (x) and T (y) texture coordinates. Scale 2 2 would halve the size of the texture (doubling the texture co-ordinates).
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:* '''q3map_tcMod scale <nowiki><S> <T></nowiki>''' - Scales S (x) and T (y) texture coordinates. Scale 2 2 would halve the size of the texture (doubling the texture co-ordinates).
:* '''translate <nowiki><S> <T></nowiki>''' - Shifts texture coordinates by S, T amount. Translate 0.5 0 would shift it one-half in S, and none in T.
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:* '''q3map_tcMod translate <nowiki><S> <T></nowiki>''' - Shifts texture coordinates by S, T amount. Translate 0.5 0 would shift it one-half in S, and none in T.
  
 
====q3map_noClip====
 
====q3map_noClip====
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===Per-vertex RGBA tweaks===
 
===Per-vertex RGBA tweaks===
This keywords are used to tweak generation of per-vertex RGBA components which is normally used for [[vertex lighting]] and [[terrain blending]]/[[vertex controlled transparency]].
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This keywords are used to tweak generation of per-vertex RGBA components which is normally used for [[vertex lighting]] and [[terrain blending]].
 
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====q3map_colorMod <function>====
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:Used to generate or modify RGB component on all surface vertices. Functions are:
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:* '''set <nowiki>( <r> <g> <b> )</nowiki>''' - replace vertex RGB with supplied values.
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:* '''scale <nowiki>( <r> <g> <b> )</nowiki>''' - multiplies RGB with supplied values.
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:* '''dotproduct <nowiki>( <X> <Y> <Z> )</nowiki>''' - multiplies color by dotproduct of vertex normal and given vector.
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:* '''dotproduct2 <nowiki>( <X> <Y> <Z> )</nowiki>''' - works in a similar way to dotproduct except it exaggerates the differences in vertex normals by squaring the final dot product value.
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:* '''volume''' - a special keyword that lets a brush to affect all vertices inside it (see [[colormod brushes]]).
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====q3map_alphaMod <function>====
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:Work in similar way as q3map_colorMod but affects alpha component. Functions are:
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:* '''set <nowiki><value>)</nowiki>''' - replace vertex alpha.
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:* '''scale <nowiki><value>)</nowiki>''' - multiply vertex alpha.
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:* '''dotproduct <nowiki>( <X> <Y> <Z> )</nowiki>''' - same thing as for q3map_colorMod.
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:* '''random <nowiki><A.A> <B.B></nowiki>''' - sets the random alpha to vertexes in A-B range (this will keep junctions - vertices at same origin will receive same random value).
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:* '''randomjitter <nowiki><A.A> <B.B></nowiki>''' - works like random but value gets added, not replaced.
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:* '''randomscale <nowiki><A.A> <B.B></nowiki>''' - works like random but value is a multiplier.
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:* '''volume''' - a special keyword that lets a brush to affect all vertices inside it (see [[colormod brushes]]).
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:* '''wateralpha <nowiki><N.N></nowiki>''' - this sets alpha only on surfaces with surfaceparm water, lava or slime. Should be used in conjunction with '''q3map_alphaMod volume'''.
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:* '''waterspring <nowiki><N.N></nowiki>''' - obsolete, dont use.
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:* '''watermove <nowiki><A.A> <F.F></nowiki>''' - obsolete, dont use.
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:* '''waterwarp <nowiki><N.N></nowiki>''' - obsolete, dont use.
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====q3map_alphaLayers <nowiki><backgroundIndex> <foregroundIndex></nowiki>====
 
====q3map_alphaLayers <nowiki><backgroundIndex> <foregroundIndex></nowiki>====
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====q3map_vertexPointSample====
 
====q3map_vertexPointSample====
:[[vertex lighting | Vertex lighting]] of a surface will be calculated using lightgrid's ''LightContributionToPoint'' function (instead of default ''LightContributionToSample'' which works for lightmaps).
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:[[vertex lighting | Vertex lighting]] of a surface will be calculated using lightgrid's LightContributionToPoint function (instead of default LightContributionToSample which works for lightmaps).
  
 
===Area lights===
 
===Area lights===
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====q3map_skyLight <nowiki><amount> <iterations></nowiki>====
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:Make surface to cast light. Amount is a brightness value, similar to what you would use in '''q3map_sunExt'''. Good values are between 50 and 200. Iterations is an exponential factor. 3 is the best value that balances speed and quality. Values of 4 and 5 are higher quality at the expense of higher compile time. Values below 3 are not too useful.
  
 
====q3map_sunExt <nowiki><r> <g> <b> <intensity> <degrees> <elevation> <deviance> <samples></nowiki>====
 
====q3map_sunExt <nowiki><r> <g> <b> <intensity> <degrees> <elevation> <deviance> <samples></nowiki>====
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:{{design|Sky shaders should probably still have a q3map_skyLight value. The sun gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows.}}
 
:{{design|Sky shaders should probably still have a q3map_skyLight value. The sun gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows.}}
  
====q3map_skyLight <nowiki><amount> <iterations></nowiki>====
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====q3map_lightImage <nowiki><texturepath/texturename></nowiki>====
:Make surface to cast light. Amount is a brightness value, similar to what you would use in '''q3map_sunExt'''. Good values are between 50 and 200. Iterations is an exponential factor. 3 is the best value that balances speed and quality. Values of 4 and 5 are higher quality at the expense of higher compile time. Values below 3 are not too useful.
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====q3map_lightImage <nowiki><texturePath></nowiki>====
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:The keyword q3map_lightImage generates lighting from the average color of the TGA image specified by the q3map_lightimage.
 
:The keyword q3map_lightImage generates lighting from the average color of the TGA image specified by the q3map_lightimage.
 
:The keyword sequence for generating light on a q3map_skyLight should be ordered as follows:
 
:The keyword sequence for generating light on a q3map_skyLight should be ordered as follows:
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:If material have alphaFunc, this keyword will make it to be rendered with alpha test in level editor too.  
 
:If material have alphaFunc, this keyword will make it to be rendered with alpha test in level editor too.  
 
:Functions are:
 
:Functions are:
:* '''greater''' - greater than
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:* greater - greater than
:* '''gequal''' - greater or equal
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:* gequal - greater or equal
:* '''lesser''' - lesser than
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:* lesser - lesser than
:* '''lequal''' - lesser or equal
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:* lequal - lesser or equal
:* '''equal''' - equal
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:* equal - equal
  
 
{{navigation footer|Stages}}
 
{{navigation footer|Stages}}
{{finished}}
 

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