<html> <head> <title>Quake III Arena Shader Manual: Editor Specific Shader Instructions</title> <link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css"> </head> <body> <h1 class = "MsoTitle">Q3Radiant Shader Manual</h1> <hr> <h1>5 Editor specific shader instructions</h1> These instructions only affect the texture when it is seen in the Q3Radiant editor. They should be grouped with the surface parameters but ahead of them in sequence. <h2><a name = "edimg">5.1 qer_editorimage <texture path/texturename></a></h2> 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). <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 texture. Rememberthat <b>tcMod scale</b> 0.5 0.5 will double your image, while <b>tcMod scale</b> 2 2will halve it. <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> <p><pre class = "type">textures/liquids/lavahell2//path and name of new texture { qer_editorimagetextures/eerie/lavahell.tga //based on this qer_nocarve //cannot be cut by CSG subtract surfaceparm noimpact //projectiles do not hitit surfaceparm lava //has the game properties of lava surfaceparm nolightmap //environment lighting does not affect q3map_surfacelight 3000 //light is emitted tessSize 256 //relatively large triangles cull disable //no sides are removed deformVertexes wave 100sin 5 5 .5 0.02 fogparms 0.85191420.309723 0.0 128 128 { maptextures/eerie/lavahell.tga //base texture artwork tcMod turb .25 0.2 1 0.02 //texture is subjected to turbulence tcMod scroll 0.1 0.1 //the turbulence is scrolled } } </pre> <h2><a name = "nocarve">5.2 qer_nocarve</a></h2> A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures. <h2><a name = "trans">5.3 qer_trans <value></a></h2> This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game rendering a tall). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible. <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> </body> </html>