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.. | ||
q3map2_blend.shader | ||
q3map2_noblend.shader | ||
q3map2_vertexremap.shader | ||
readme.txt | ||
standard_blend.shader | ||
standard_noblend.shader | ||
standard_vertexremap.shader | ||
templatelist.txt | ||
wolfet_blend.shader | ||
wolfet_noblend.shader | ||
wolfet_vertexremap.shader |
To add a shader template named "qwerty" you must: * insert the word "qwerty" into templatelist.txt, without "" * create three files: qwerty_noblend.shader, used for triangles where there is one texture. qwerty_blend.shader, used for triangles where two textures meet. qwerty_vertexremap.shader, used to remap all shaders for vertex light. * Inside some of the files above you can use these identifiers, ENCLOSED BY % % (for example %METASHADER_NAME%): The table below shows where each identifier can be used: ------------------------------------------------------------------------------------------------- qwerty_noblend.shader qwerty_blend.shader qwerty_vertexremap.shader ------------------------------------------------------------------------------------------------- METASHADER_NAME OK OK OK I OK OK J OK ------------------------------------------------------------------------------------------------- TEXTURE_I_MAP OK OK TEXTURE_I_SIZEX OK OK TEXTURE_I_SIZEY OK OK ------------------------------------------------------------------------------------------------- TEXTURE_J_MAP OK TEXTURE_J_SIZEX OK TEXTURE_J_SIZEY OK ------------------------------------------------------------------------------------------------- TEXTURE_0_MAP OK OK OK TEXTURE_0_SIZEX OK OK OK TEXTURE_0_SIZEY OK OK OK TEXTURE_0_SGEN OK OK OK TEXTURE_0_TGEN OK OK OK TEXTURE_0_TCMOD OK OK OK ------------------------------------------------------------------------------------------------ MESH_WIDTHX OK OK OK MESH_WIDTHY OK OK OK MESH_DIVWIDTHX OK OK OK MESH_DIVWIDTHY OK OK OK ------------------------------------------------------------------------------------------------ No, there is nothing wrong with the table above. If you are wondering why TEXTURE_I and TEXTURE_J do not have a SGEN, TGEN and TCMOD fields the answer is: EasyGen currently does not support per layer scaling, that is only one factor is acquired to scale the terrain and the data is calculated basing on the texture at index 0 of the alphamap palette. This may be a good reason to use texture of the same size while designing terrain maps with EasyGen. According to this, it should make no sense keeping TEXTURE_I / J SIZEX / Y, but that didnt cost too much so i did it. I dont know if MESH_* identifiers could be useful or not... btw I have added them.