2022-03-03 20:58:53 +00:00
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<title>Quake III Arena Shader Manual: Appendix A</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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</head>
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<body>
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<h1 class = "MsoTitle">Q3Radiant Shader Manual</h1>
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<i>
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TTimo<br>
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2001.31.08<br>
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</i>
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<hr>
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<h1>Appendix A: usage of targetShaderName and targetShaderNewName</h1>
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<p>
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The targetShaderName and targetShaderNewName keys can be used with any entity
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that supports the target key (the entity instance does not actually have to use
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the target key for these new keys to work). If both are defined, then when the
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entity decides to activate its targets, all shaders/textures in the map that
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were originally the same name as the targetShaderName value, will be changed to
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the targetShaderNewName value.
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</p>
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<p>
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For example this would make it look like the red light shader is "turning on":
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</p>
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<p>
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"targetShaderName" "textures/proto2/redlight_off"<br>
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"targetShaderNewName" "textures/proto2/redlight_on"
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</p>
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<p>
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And this would turn it back off:
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</p>
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<p>
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"targetShaderName" "textures/proto2/redlight_off"<br>
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"targetShaderNewName" "textures/proto2/redlight_off"
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</p>
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<p>
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Note that the ORIGINAL shader name is used in both instances, not whatever it
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happens to be currently. Also, of course, this will happen globally. If the
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mapper wanted to affect only a certain set of red lights, he/she would need to
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make a unique shader name to be used with that set.
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</p>
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<p>
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The code that supports these keys is in G_UseTargets in g_utils.c.
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</p>
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<p>
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For more information, see this thread:<br>
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<a href="http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9">
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http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9
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</a>
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</p>
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