mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-19 00:41:35 +00:00
8037810110
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
71 lines
3.7 KiB
HTML
71 lines
3.7 KiB
HTML
<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>Mapping the Textures</title>
|
|
</head>
|
|
|
|
<body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF">
|
|
|
|
<b><font SIZE="5">
|
|
<p align="center">Mapping the Textures</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> The key to making this stuff look good is the q3map routine that works with
|
|
alphamap and the metashader (see below) to smoothly blends textures across the
|
|
terrain entity.</p>
|
|
</font><b><i><font SIZE="4">
|
|
<p>Texturing Overview</p>
|
|
</font></i></b><font FACE="Times New Roman">
|
|
<p> As noted earlier, Q3Map assigns textures, or more correctly, shader
|
|
manipulated textures, to each triangle used to create the terrain map. The
|
|
shaders used are part of a group of shaders called a metashader. The metashader
|
|
is the family name for the shader. Individidual shaders within it are identified
|
|
by a suffix, either an underline character followed by a number, or an underline
|
|
character followed by a string indicating a blend between two other shaders.</p>
|
|
<p> Within the body of the metashader, there are two types of shaders used. The
|
|
first, is the <b>root</b> shader. A root shader represents a terrain texture in
|
|
its unblended state. The naming convention for a root shader is <metashader>_#.
|
|
The second type is the <b>blended</b> shader. The blended shader creates a
|
|
crossfade between two root shaders across the face of a single geometry
|
|
triangle. The naming convention for a blended shader is <metashader>_#to#.
|
|
The map maker does not need to make a blend between each root shader, but for a
|
|
blend to occur, there must be a blend shader for the two root shaders.</p>
|
|
<p> Q3map will map a shader (root or blended) once and only once across the face
|
|
of the triangle. The shaders will not tile or repeat across the triangle face.</p>
|
|
<p> As noted earlier, the textures are planar mapped or projected on the surface
|
|
of terrain texture. The angle of any individual triangle does not affect the
|
|
angle or direction at which the texture lies on the brush surface. The angle,
|
|
however, does affect the apparent stretching of the texture on the surface. The
|
|
steeper the angle of the brush surface, the greater will be the stretch of the
|
|
shader on that surface.</p>
|
|
<p> Q3map looks at the pixel on the alphamap that corresponds to a given vertex.
|
|
It uses the color of that pixel (or more correctly the identification number of
|
|
the position that color occupies in the palette) to determine which root shader
|
|
will be applied. That root shader is applied to triangles that have one vertex
|
|
located at the given vertex. It then examines the alphamap color of the vertexes
|
|
adjacent to the given vertex. If an adjacent vertex has the same color as the
|
|
given vertex, the root shader is applied to the surface. If an adjacent vertex
|
|
has a different alphamap color, the blended shader that crossfades between the
|
|
two.</p>
|
|
</font>
|
|
|
|
<p align="center"><a href="clipping_the_terrain.html">Back</a> - <a href="table_of_contents.html">Table
|
|
of Contents</a> - <a href="the_meta_shader.html">The Meta-Shader</a></p>
|
|
|
|
<p> </td>
|
|
</tr>
|
|
</table>
|
|
</div>
|
|
</font></b>
|
|
<p> </p>
|
|
<p> </p>
|
|
<p align="center">-20-</p>
|
|
|
|
</body>
|
|
|
|
</html>
|