mirror of
https://github.com/etlegacy/EasyGen.git
synced 2024-11-10 06:42:16 +00:00
51 lines
No EOL
2.4 KiB
Text
51 lines
No EOL
2.4 KiB
Text
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. |