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64 lines
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<title>Quake III Arena Shader Manual: Editor Specific Shader Instructions</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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<h1 class = "MsoTitle">Q3Radiant Shader Manual</h1>
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<hr>
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<h1>5 Editor specific shader instructions</h1>
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These instructions only affect the texture when it is seen in the Q3Radiant editor. They should be grouped with the surface
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parameters but ahead of them in sequence.
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<h2><a name = "edimg">5.1 qer_editorimage <texture path/texturename></a></h2>
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This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example below this is textures/eerie/lavahell.tga).
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<p>The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-uppads placed on surfaces other than 256 x 256. Use <b>tcMod scale</b> to change the size of the stretched
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texture. Rememberthat <b>tcMod scale</b> 0.5 0.5 will double your image, while <b>tcMod scale</b> 2 2will halve it.
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<p><div class = "tip"><b>Design Notes:</b> The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having to create a new piece of TGA art for each new shader.</div>
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<p><pre class = "type">textures/liquids/lavahell2//path and name of new texture
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{
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qer_editorimagetextures/eerie/lavahell.tga
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//based on this
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qer_nocarve
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//cannot be cut by CSG subtract
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surfaceparm noimpact
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//projectiles do not hitit
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surfaceparm lava
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//has the game properties of lava
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surfaceparm nolightmap
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//environment lighting does not affect
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q3map_surfacelight 3000
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//light is emitted
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tessSize 256
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//relatively large triangles
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cull disable
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//no sides are removed
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deformVertexes wave 100sin 5 5 .5 0.02
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fogparms 0.85191420.309723 0.0 128 128
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{
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maptextures/eerie/lavahell.tga
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//base texture artwork
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tcMod turb .25 0.2 1 0.02
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//texture is subjected to turbulence
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tcMod scroll 0.1 0.1
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//the turbulence is scrolled
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}
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}
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</pre>
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<h2><a name = "nocarve">5.2 qer_nocarve</a></h2>
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A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures.
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<h2><a name = "trans">5.3 qer_trans <value></a></h2>
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This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game
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rendering a tall). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture.
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Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.
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<p align = "center"><a href = "../ch03/pg3_1.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "../ch05/pg5_1.htm">Next</a>
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