EasyGen/misc/templates/readme.txt
2014-01-14 00:49:01 +02:00

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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
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METASHADER_NAME OK OK OK
I OK OK
J OK
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TEXTURE_I_MAP OK OK
TEXTURE_I_SIZEX OK OK
TEXTURE_I_SIZEY OK OK
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TEXTURE_J_MAP OK
TEXTURE_J_SIZEX OK
TEXTURE_J_SIZEY OK
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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
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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.