mirror of
https://github.com/blendogames/gravitybone.git
synced 2024-11-10 06:31:34 +00:00
73 lines
2.9 KiB
Text
73 lines
2.9 KiB
Text
|
KMQuake2 0.20 supports scripting for md3 and md2 models on a per-mesh, per-skin basis.
|
||
|
|
||
|
The name of the script file is the same as the md3 or md2 model, but with a .script extension,
|
||
|
e.g. the script for models/mapobjects/gargoyle.md3 is models/mapobjects/gargoyle.script
|
||
|
|
||
|
Inside the script file, the scripting parameters for each mesh and skin is enclosed in
|
||
|
curly braces, proceeded by the skin name formatted as <meshname>.<skinnum>
|
||
|
For md2 models (which only have one mesh), the meshname is always md2mesh.
|
||
|
|
||
|
For example, if the mesh name to be scripted for is gargoyle, and the skinnum is 0
|
||
|
(the first skinnum), the skin name would be gargoyle.0
|
||
|
|
||
|
Here's an example of scripting parameters for this skin:
|
||
|
|
||
|
gargoyle.0
|
||
|
{
|
||
|
noshadow
|
||
|
nodiffuse
|
||
|
envmap 0.15
|
||
|
}
|
||
|
|
||
|
This script specifies that this particular skin is to cast no shadow, not be vertex lit,
|
||
|
and be envmapped with a translucency of 0.15.
|
||
|
|
||
|
If the mesh has a second skin that a different effect is desired for, a set of parameters
|
||
|
can also be scripted for that skin:
|
||
|
|
||
|
gargoyle.1
|
||
|
{
|
||
|
noshadow
|
||
|
trans 0.6
|
||
|
scroll 0.5 0.5
|
||
|
}
|
||
|
|
||
|
This makes this particular skin cast no shadow, have a translucencly of 0.6, and scroll
|
||
|
0.5 units on both the x and y axis.
|
||
|
|
||
|
Here's a list of parameters that can be used on skins:
|
||
|
|
||
|
twosided - makes this skin render as two-sided.
|
||
|
alphatest - makes this skin render with alpha testing enabled (requires alpha channel).
|
||
|
fullbright - makes this skin always be drawn at full brightness.
|
||
|
nodraw - makes this mesh not be rendered for this skinnum.
|
||
|
noshadow - makes this mesh with this skin not cast a shadow.
|
||
|
nodiffuse - makes this mesh with this skin not vertex lit.
|
||
|
envmap <value> - makes this skin be envmapped with a specified translucency between 0 and 1
|
||
|
trans <value> - makes this skin be tranlucent with the specified value between 0 and 1
|
||
|
alpha <value> - same as trans
|
||
|
blendfunc <type> - sets the transparent blendfunc for this skin- add, filter, or blend,
|
||
|
blendfunc <src> <dst> - similar to above, but uses a specifed combination of src and dst blendfuncs.
|
||
|
|
||
|
glow <imagename> identity
|
||
|
- draws imagename as a fullbright glow over the texture
|
||
|
glow <imagename> wave <func> <base> <amplitude> <phase> <freq>
|
||
|
- draws imagename as a glow over the texture, brightness controlled by using
|
||
|
func waveform (sin, triangle, square, sawtooth, inversesawtooth, noise)
|
||
|
|
||
|
tcmod - supports most of the tcmod functions that Q3 shaders do
|
||
|
|
||
|
tcmod rotate <rotspeed> - rotates the texture by rotspeed degrees
|
||
|
|
||
|
tcmod scale <xScale> <yScale>
|
||
|
- scales the texture by x and y factors
|
||
|
|
||
|
tcmod stretch <func> <base> <amplitude> <phase> <freq>
|
||
|
- stretches the texture using func waveform (sin, triangle, square, sawtooth, inversesawtooth, noise)
|
||
|
|
||
|
tcmod turb <base> <amplitude> <phase> <freq>
|
||
|
- warps the texture (base is not used)
|
||
|
|
||
|
tcmod scroll <xScroll> <yScroll>
|
||
|
- scrolls the texture by x and y
|