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Daniel Gibson 5a7e5cbe45 Q4: Fix links within Wiki
it's more or less usable now!

all images (except for the ones of moinmoin itself) are still missing.

possibly articles are missing as well, haven't checked yet

(and the lost downloads are missing, of course)
2021-04-10 16:00:23 +02:00

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<span class="anchor" id="line-1"></span><p class="line874">Texture guides are the shorthanded versions of texture shader entries ONLY. It basically references a template to be used. Use the guides first, since if theyre generally easier to write, and save space in out material files, and nearly impossible to mess up. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><strong>Heres an example of a texture guide line:</strong> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><pre>guide textures/terminal/t1_wall1 generic_shader("terminal/t1_wall1")
<span class="anchor" id="line-6"></span></pre><span class="anchor" id="line-7"></span><p class="line867"><strong>"Generic_shader"</strong> is THE basic shader. It will show the basic base texture in game. If you use this shader it will default to solidmetal as the material type. <span class="anchor" id="line-8"></span><span class="anchor" id="line-9"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line867">
<h3 id="head-d8b1c82f3f9c142b7495448b7e8639ca847a8684">Lets break the above example down piece by piece:</h3>
<span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line867"><strong>Guide</strong> this lets the game know to reference a guide. This looks for a template in the materials.guide file. <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span><p class="line867"><strong>Textures/terminal/t1_wall</strong> is the shader title, so this is what shows up in the editor, and is referenced by the game. <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><p class="line867"><strong>Generic_shader</strong> is the type of shader being used. There are a lot of different generic shaders, and depending on what you want the texture to do, this name may change. (i.e. generic_glow, generic_alpha, etc,) There is a listing all of the current generic shaders at the end of this section. <span class="anchor" id="line-18"></span><span class="anchor" id="line-19"></span><p class="line867"><strong>(“terminal/t1_wall1”)</strong> is the targa being referenced. <span class="anchor" id="line-20"></span><span class="anchor" id="line-21"></span><p class="line874">Youre probably wondering where these templates are, what the guide references, and what they look like and do. <span class="anchor" id="line-22"></span><span class="anchor" id="line-23"></span><p class="line867"><span class="anchor" id="line-24"></span><pre>guide generic_shader(TextureParm)
<span class="anchor" id="line-25"></span>{
<span class="anchor" id="line-26"></span> qer_editorimage textures/TextureParm_d
<span class="anchor" id="line-27"></span>
<span class="anchor" id="line-28"></span> bumpmap addnormals ( textures/TextureParm_local, heightmap ( textures/TextureParm_h, 1 ) )
<span class="anchor" id="line-29"></span> diffusemap textures/TextureParm_d
<span class="anchor" id="line-30"></span> specularmap textures/TextureParm_s
<span class="anchor" id="line-31"></span>}
<span class="anchor" id="line-32"></span></pre><span class="anchor" id="line-33"></span><p class="line862">As you can see, they look exactly like a long hand version of a texture shader, but the targa entries use a <strong><a class="nonexistent" href="./TextureParm.html">TextureParm</a></strong> entry. Place the shader title between the guide and generic_shader entries. That entry will be what appears in the editor. The <a class="nonexistent" href="./TextureParm.html">TextureParm</a> in the shader title replaces all of the <a class="nonexistent" href="./TextureParm.html">TextureParm</a> entries in the body of the shader. So in the terminal/t1_wall1 example above it would do the following: <span class="anchor" id="line-34"></span><span class="anchor" id="line-35"></span><pre>guide textures/terminal/t1_wall1 generic_shader("terminal/t1_wall1")
<span class="anchor" id="line-36"></span>{
<span class="anchor" id="line-37"></span> qer_editorimage textures/terminal/t1_wall1_d
<span class="anchor" id="line-38"></span>
<span class="anchor" id="line-39"></span> bumpmap addnormals ( textures/terminal/t1_wall1_local, heightmap ( textures/ terminal/t1_wall1_h, 1 ) )
<span class="anchor" id="line-40"></span> diffusemap textures/terminal/t1_wall1_d
<span class="anchor" id="line-41"></span> specularmap textures/terminal/t1_wall1_s
<span class="anchor" id="line-42"></span>}
<span class="anchor" id="line-43"></span></pre><span class="anchor" id="line-44"></span><span class="anchor" id="line-45"></span><p class="line874">You can write any number of shader guides, but theres a point where you should just write it long hand… heres an example of a shader guide that uses more than one parm: <span class="anchor" id="line-46"></span><span class="anchor" id="line-47"></span><pre>guide generic_glow(TextureParm, Glowparm)
<span class="anchor" id="line-48"></span>{
<span class="anchor" id="line-49"></span> qer_editorimage textures/TextureParm_d
<span class="anchor" id="line-50"></span>
<span class="anchor" id="line-51"></span> bumpmap addnormals ( textures/TextureParm_local, heightmap ( textures/TextureParm_h, 1 ) )
<span class="anchor" id="line-52"></span> diffusemap textures/TextureParm_d
<span class="anchor" id="line-53"></span> specularmap textures/TextureParm_s
<span class="anchor" id="line-54"></span> {
<span class="anchor" id="line-55"></span> blend GL_ONE, GL_ONE
<span class="anchor" id="line-56"></span> map textures/Glowparm
<span class="anchor" id="line-57"></span>
<span class="anchor" id="line-58"></span> red Parm0
<span class="anchor" id="line-59"></span> green Parm1
<span class="anchor" id="line-60"></span> blue Parm2
<span class="anchor" id="line-61"></span> }
<span class="anchor" id="line-62"></span>}
<span class="anchor" id="line-63"></span></pre><span class="anchor" id="line-64"></span><span class="anchor" id="line-65"></span><p class="line874">It would be written as a texture guide like this: <span class="anchor" id="line-66"></span><span class="anchor" id="line-67"></span><pre>guide textures/terminal/t_shaft1 generic_glow("terminal/t_shaft1", "terminal/t_shaft1_g")
<span class="anchor" id="line-68"></span></pre><span class="anchor" id="line-69"></span><p class="line874">If you have Multiple Parameters in the shader guide they must be separated by a comma and a space, all parameters need to be in quotes and the whole parameter section must be opened and closed by parentheses. <span class="anchor" id="line-70"></span><span class="anchor" id="line-71"></span><p class="line862">The first entry is the <a class="nonexistent" href="./TextureParm.html">TextureParm</a> while the second is the <a class="nonexistent" href="./GlowParm.html">GlowParm</a>. If youre writing a new shader guide or using an existing guide, you should take a look at how theyve been written, since sometimes the parameters may have been switched or moved. If you decide to write a shader guide try to name it something fairly descriptive, since generic_1 isnt a good way to keep things in order. Generic_1 tells me nothing of what the shader can do at a glance, but generic_glow does. <span class="anchor" id="line-72"></span><span class="anchor" id="line-73"></span><p class="line874">Heres a listing of the current shader guides: <span class="anchor" id="line-74"></span><span class="anchor" id="line-75"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-76"></span><span class="anchor" id="line-77"></span><p class="line867">
<h3 id="head-b80655f9b7db4b7944f093c7755ab8cffc2dd013">Generic guides:</h3>
<span class="anchor" id="line-78"></span><span class="anchor" id="line-79"></span><p class="line862">guide generic_shader(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>base generic shader</em><br />
<span class="anchor" id="line-80"></span>guide generic_shader2sided(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>generic 2 sided shader</em><br />
<span class="anchor" id="line-81"></span>guide generic_shader_mi(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>generic shader with an impact image.</em><br />
<span class="anchor" id="line-82"></span>guide generic_typeshader(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, <a class="nonexistent" href="./TypeParm.html">TypeParm</a> ) <em>generic shader with one impact surface. Youll need to enter a type impact name.</em> <span class="anchor" id="line-83"></span><span class="anchor" id="line-84"></span><p class="line862">guide generic_full_noheight(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>a shader that uses no height map</em> <span class="anchor" id="line-85"></span><span class="anchor" id="line-86"></span><p class="line862">guide generic_shader_heightmap(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Heightparm) <em>a shader with a height parameter variable.</em> <span class="anchor" id="line-87"></span><span class="anchor" id="line-88"></span><p class="line862">guide generic_nonormal(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>a shader with no normal map</em><br />
<span class="anchor" id="line-89"></span>guide generic_nonormal_height(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Heightparm) <em>a shader with no normal and can change the numerical entry of the height pass.</em><br />
<span class="anchor" id="line-90"></span>guide generic_nonormal_height_type(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Heightparm, <a class="nonexistent" href="./TypeParm.html">TypeParm</a> ) <em>no local map, with a height variable, and can call out an impact type</em> <span class="anchor" id="line-91"></span><span class="anchor" id="line-92"></span><p class="line862">guide generic_Localvariant(<a class="nonexistent" href="./LocalParm.html">LocalParm</a>, <a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>a shader that uses a different local map</em> <br />
<span class="anchor" id="line-93"></span>guide generic_Localvariant_mi(<a class="nonexistent" href="./LocalParm.html">LocalParm</a>, <a class="nonexistent" href="./TextureParm.html">TextureParm</a>) - <em>local variant with a material image</em> <span class="anchor" id="line-94"></span><span class="anchor" id="line-95"></span><p class="line862">guide generic_colorvariant(<a class="nonexistent" href="./VariantParm.html">VariantParm</a>, <a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>shader that uses a different diffuse variant</em><br />
<span class="anchor" id="line-96"></span>guide generic_colorvariant_mi(<a class="nonexistent" href="./VariantParm.html">VariantParm</a>, <a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>generic shader using a different diffuse with a material image</em> <span class="anchor" id="line-97"></span><span class="anchor" id="line-98"></span><p class="line867">
<h3 id="head-d47358b29b6404dbdbabec1bc51225ae68808c5c">Alpha</h3>
<span class="anchor" id="line-99"></span><span class="anchor" id="line-100"></span><p class="line862">guide generic_alpha(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>hard edged alpha</em><br />
<span class="anchor" id="line-101"></span>guide generic_alpha_mi(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>hard edged alpha with a material image</em><br />
<span class="anchor" id="line-102"></span>guide generic_alpha_type(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, <a class="nonexistent" href="./TypeParm.html">TypeParm</a>) <em>hard edged alpha with an impact type.</em> <span class="anchor" id="line-103"></span><span class="anchor" id="line-104"></span><p class="line862">guide generic_shader2sidedalpha_mi(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>2 sided hard edged alpha with material image</em><br />
<span class="anchor" id="line-105"></span>guide generic_shader2sidedalpha(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>2 sided hard edged alpha</em> <span class="anchor" id="line-106"></span><span class="anchor" id="line-107"></span><p class="line862">guide generic_alpha_lv(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, <a class="nonexistent" href="./LocalParm.html">LocalParm</a>) <em>hard edged alpha local variable</em><br />
<span class="anchor" id="line-108"></span>guide generic_shader2sidedalpha_lv(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, <a class="nonexistent" href="./LocalParm.html">LocalParm</a>) <em>2 sided hard edged alpha with a local variant.</em> <span class="anchor" id="line-109"></span><span class="anchor" id="line-110"></span><p class="line862">guide generic_alphaNoShadow2S(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>) <em>hard edged alpha, no shadow, 2 sided.</em> <span class="anchor" id="line-111"></span><span class="anchor" id="line-112"></span><p class="line867">
<h3 id="head-854c188b76acf8529e0945700d122013293c32d6">Glow passes</h3>
<span class="anchor" id="line-113"></span><span class="anchor" id="line-114"></span><p class="line862">guide generic_glow(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Glowparm) <em>a shader with a glow pass</em><br />
<span class="anchor" id="line-115"></span>guide generic_glow_mi(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Glowparm) <em>glow pass with a material image</em> <span class="anchor" id="line-116"></span><span class="anchor" id="line-117"></span><p class="line862">guide generic_alphaglow(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Glowparm) <em>hard edged alpha with a glow pass</em> <span class="anchor" id="line-118"></span><span class="anchor" id="line-119"></span><p class="line862">guide generic_glowflicker(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Glowparm, Flickerparm) <em>glow pass with a flicker table</em><br />
<span class="anchor" id="line-120"></span>guide generic_glowflicker2(<a class="nonexistent" href="./TextureParm.html">TextureParm</a>, Glowparm1, Flickerparm1, Glowparm2, Flickerparm2) <em>2 glow passes, 2 tables (should probably write it long hand)</em> <span class="anchor" id="line-121"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">ArtReference Q4Shaders Guides (last edited 2006-01-22 23:56:06 by <span title="MattBreit @ 24-241-228-159.dhcp.mdsn.wi.charter.com[24.241.228.159]"><a class="nonexistent" href="./MattBreit.html" title="MattBreit @ 24-241-228-159.dhcp.mdsn.wi.charter.com[24.241.228.159]">MattBreit</a></span>)</p>
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