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< span class = "anchor" id = "line-1" > < / span > < p class = "line862" > Tables are a way to add variables into a modulation over time. There are 5 types of tables. Table, Snaptable, < a class = "nonexistent" href = "/quake4/ClampTable" > ClampTable< / a > , < a class = "nonexistent" href = "/quake4/SnapClampTable" > SnapClampTable< / a > , < a class = "nonexistent" href = "/quake4/SoundTable" > SoundTable< / a > . When using tables you’ ll need 2 parts, the table and the table referenced in the shader. Use the tables.mtr when writing them. < span class = "anchor" id = "line-2" > < / span > < span class = "anchor" id = "line-3" > < / span > < p class = "line867" > < strong > Table< / strong > : This is a string of numbers that can be referenced as a smooth modulation. If you use a table it will continue to loop. < span class = "anchor" id = "line-4" > < / span > < span class = "anchor" id = "line-5" > < / span > < pre > Example: table decalFade { clamp { 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 } }
< span class = "anchor" id = "line-6" > < / span > < / pre > < span class = "anchor" id = "line-7" > < / span > < p class = "line867" > < strong > Snaptable< / strong > : This is a string of numbers that can be referenced as a non-smooth modulation. Example: < span class = "anchor" id = "line-8" > < / span > < span class = "anchor" id = "line-9" > < / span > < pre > table table32
< span class = "anchor" id = "line-10" > < / span > {
< span class = "anchor" id = "line-11" > < / span > snap
< span class = "anchor" id = "line-12" > < / span > {
< span class = "anchor" id = "line-13" > < / span > 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
< span class = "anchor" id = "line-14" > < / span > 16, 17, 18, 19, 20, 21, 22, 23 ,24, 25, 26, 27, 28, 29, 30, 31
< span class = "anchor" id = "line-15" > < / span > }
< span class = "anchor" id = "line-16" > < / span > }
< span class = "anchor" id = "line-17" > < / span > < / pre > < span class = "anchor" id = "line-18" > < / span > < span class = "anchor" id = "line-19" > < / span > < p class = "line867" > < strong > Clamptable< / strong > : are like tables, except they only go through their numeric string once, and remain at the last number. < span class = "anchor" id = "line-20" > < / span > < span class = "anchor" id = "line-21" > < / span > < pre > Example: table brassScale { clamp { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } }
< span class = "anchor" id = "line-22" > < / span > < / pre > < span class = "anchor" id = "line-23" > < / span > < span class = "anchor" id = "line-24" > < / span > < p class = "line867" > < strong > < a class = "nonexistent" href = "/quake4/SnapClampTables" > SnapClampTables< / a > < / strong > : are like < a class = "nonexistent" href = "/quake4/ClampTables" > ClampTables< / a > , except they are non-smooth modulation. < span class = "anchor" id = "line-25" > < / span > < span class = "anchor" id = "line-26" > < / span > < pre > Example: table RouterOnOff { SnapClamp { 1, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0 } }
< span class = "anchor" id = "line-27" > < / span > < / pre > < span class = "anchor" id = "line-28" > < / span > < span class = "anchor" id = "line-29" > < / span > < p class = "line874" > An example of a table being used in a shader, this material modulates the Red, Green and Blue values of the texture by the specified table. The table is stepped through once every second (time * .5) < span class = "anchor" id = "line-30" > < / span > < span class = "anchor" id = "line-31" > < / span > < pre > textures/terminal/t3_htrim_01glow
< span class = "anchor" id = "line-32" > < / span > {
< span class = "anchor" id = "line-33" > < / span > qer_editorimage textures/terminal/t3_htrim_01c_glowed.tga
< span class = "anchor" id = "line-34" > < / span > bumpmap addnormals ( textures/terminal/t3_htrim_01c_local.tga, heightmap ( textures/terminal/t3_htrim_01_h.tga, 1 ) )
< span class = "anchor" id = "line-35" > < / span > specularmap textures/terminal/t3_htrim_01c_s.tga
< span class = "anchor" id = "line-36" > < / span > diffusemap textures/terminal/t3_htrim_01c_d.tga
< span class = "anchor" id = "line-37" > < / span >
< span class = "anchor" id = "line-38" > < / span > {
< span class = "anchor" id = "line-39" > < / span > glow pass
< span class = "anchor" id = "line-40" > < / span > blend add
< span class = "anchor" id = "line-41" > < / span > map textures/terminal/t3_htrim_01c_g.tga
< span class = "anchor" id = "line-42" > < / span > rgb terminalflicktable [time * .5]
< span class = "anchor" id = "line-43" > < / span > }
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< span class = "anchor" id = "line-46" > < / span > < / pre > < span class = "anchor" id = "line-47" > < / span > < span class = "anchor" id = "bottom" > < / span > < / div > < p id = "pageinfo" class = "info" lang = "en" dir = "ltr" > ArtReference Q4Shaders Tables (last edited 2005-11-04 21:47:58 by < span title = "MattVainio @ 67.129.250.254[67.129.250.254]" > < a class = "nonexistent" href = "/quake4/MattVainio" title = "MattVainio @ 67.129.250.254[67.129.250.254]" > MattVainio< / a > < / span > )< / p >
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