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 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.
  
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===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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