gtkradiant/docs/manual/quake3/Terrain_Manual/pages/the_meta_shader.html
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<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
<meta name="ProgId" content="FrontPage.Editor.Document">
<title>The Meta</title>
</head>
<body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF">
<b>
<p align="center"><font size="5">The Meta-Shader</font></p>
<div align="right">
<table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10">
<tr>
<td width="100%"><font FACE="Times New Roman">
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The shader is the group or family of related shaders used to texture a
terrain entity. The shader key/value pair in the entity identifies the
metashader to be used. The suffix (either “_#” for a root shader or “#to#”
for a blended shader.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; For each root shader that you want to blend, you need a blend shader. Note
that you only need to make the blend once. If you have mpterra2_0to2, you dont
need mpterra2_2to0.</p>
<p>&nbsp;</p>
</font><b><font SIZE="4">
<p>Example Terrain Shader</p>
</font></b><font FACE="Times New Roman">
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This was the shader used to map textures on mpterra2 (hence the metashader
name)</p>
</font><font FACE="Courier New">
<p><font size="2">//****************************************************<br>
// *************************************************<br>
// *<br>
// * MPTerra2 terrain shaders<br>
// *<br>
// *************************************************<br>
textures/terrain/mpterra2_0<br>
{<br>
surfaceparm nolightmap<br>
q3map_novertexshadows<br>
q3map_forcesunlight<br>
{<br>
map textures/stone/pjrock9b_2.tga<br>
rgbGen vertex<br>
tcmod scale 0.125 0.125<br>
}<br>
{<br>
map textures/skies2/clouds.tga<br>
blendfunc filter<br>
detail<br>
tcmod scale 0.01 0.01<br>
tcMod scroll -0.05 0.05<br>
tcmod transform 1 0 1 1 1 1<br>
}<br>
}<br>
textures/terrain/mpterra2_1<br>
{<br>
surfaceparm nolightmap<br>
q3map_novertexshadows<br>
q3map_forcesunlight<br>
{<br>
map textures/stone/pjrock12b_2.tga<br>
rgbGen vertex<br>
tcmod scale 0.1 0.1<br>
}<br>
{<br>
map textures/skies2/clouds.tga<br>
blendfunc filter<br>
detail<br>
tcmod scale 0.01 0.01<br>
tcMod scroll -0.05 0.05<br>
tcmod transform 1 0 1 1 1 1<br>
}<br>
}<br>
textures/terrain/mpterra2_2<br>
{<br>
surfaceparm nolightmap<br>
q3map_novertexshadows<br>
q3map_forcesunlight<br>
{<br>
map textures/stone/pjrock10b_2.tga<br>
tcmod scale 0.05 0.05<br>
rgbGen vertex<br>
}<br>
{<br>
map textures/skies2/clouds.tga<br>
blendfunc filter<br>
detail<br>
tcmod scale 0.01 0.01<br>
tcMod scroll -0.05 0.05<br>
tcmod transform 1 0 1 1 1 1<br>
}<br>
}<br>
textures/terrain/mpterra2_0to1<br>
{<br>
surfaceparm nolightmap<br>
q3map_novertexshadows<br>
q3map_forcesunlight<br>
{<br>
map textures/stone/pjrock9b_2.tga<br>
rgbGen vertex<br>
alphaGen vertex<br>
tcmod scale 0.125 0.125<br>
}<br>
{<br>
map textures/stone/pjrock12b_2.tga<br>
tcmod scale 0.1 0.1<br>
rgbGen vertex<br>
alphaGen vertex<br>
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA<br>
}<br>
{<br>
map textures/skies2/clouds.tga<br>
blendfunc filter<br>
detail<br>
tcmod scale 0.01 0.01<br>
tcMod scroll -0.05 0.05<br>
tcmod transform 1 0 1 1 1 1<br>
}<br>
}<br>
textures/terrain/mpterra2_0to2<br>
{<br>
surfaceparm nolightmap<br>
q3map_novertexshadows<br>
q3map_forcesunlight<br>
{<br>
map textures/stone/pjrock9b_2.tga<br>
rgbGen vertex<br>
alphaGen vertex<br>
tcmod scale 0.125 0.125<br>
}<br>
{<br>
map textures/stone/pjrock10b_2.tga<br>
rgbGen vertex<br>
alphaGen vertex<br>
tcmod scale 0.05 0.05<br>
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA<br>
}<br>
{<br>
map textures/skies2/clouds.tga<br>
blendfunc filter<br>
detail<br>
tcmod scale 0.01 0.01<br>
tcMod scroll -0.05 0.05<br>
tcmod transform 1 0 1 1 1 1<br>
}<br>
}<br>
textures/terrain/mpterra2_1to2<br>
{<br>
surfaceparm nolightmap<br>
q3map_novertexshadows<br>
q3map_forcesunlight<br>
{<br>
map textures/stone/pjrock12b_2.tga<br>
rgbGen vertex<br>
alphaGen vertex<br>
tcmod scale 0.1 0.1<br>
}<br>
{<br>
map textures/stone/pjrock10b_2.tga<br>
tcmod scale 0.05 0.05<br>
rgbGen vertex<br>
alphaGen vertex<br>
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA<br>
}<br>
{<br>
map textures/skies2/clouds.tga<br>
blendfunc filter<br>
detail<br>
tcmod scale 0.01 0.01<br>
tcMod scroll -0.05 0.05<br>
tcmod transform 1 0 1 1 1 1<br>
}<br>
}</font></p>
</font>
<p align="center"><a href="mapping_the_textures.html">Back</a> - <a href="table_of_contents.html">Table
of Contents</a> - <a href="lighting_the_terrain.html">Lighting the Terrain</a></p>
<p>&nbsp;</td>
</tr>
</table>
</div>
</b>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p align="center">-21-</p>
</body>
</html>