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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:{{tip|Back shader is identical to q3map_cloneShader (with cloned shader having q3map_invert)}}
 
:{{tip|Back shader 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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{{navigation footer|Stages}}
 
{{navigation footer|Stages}}
{{finished}}
 

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