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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
65 lines
2.4 KiB
HTML
65 lines
2.4 KiB
HTML
<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<title>The Terrain Texture</title>
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</head>
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<body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF">
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<b>
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<p align="center"><font size="5">The Terrain Texture</font></p>
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<div align="right">
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<table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10">
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<tr>
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<td width="100%"><font FACE="Times New Roman">
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<p>In Q3:TA, there are two “terrain” textures in the common shader script.
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One handles all the uses of terrain where the designer does not want “dust”
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to rise up as the player jumps onto the terrain (common/terrain). The second
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(common/terrain2) has an enable_dust surface parameter. The terrain texture
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should be applied to all visible (in game) surfaces of the terrain entity.</p>
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<p>Q3map looks for the word “terrain” in the name of the shader when
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texturing terrain entities. If a shader is used without the word
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"terrain" in it, and it’s not marked as nodraw, q3map will still do
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a planar projection, but using that texture. It will not blend between textures,
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however. This can be used to create hard edge texture transitions, or in cases
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where you want to apply textures manually, and aren’t concerned about
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blending.</p>
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<p>If the terrain texture is applied to a non-terrain entity brush, the surface
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will not draw. The projected terrain surface textures only work on surfaces that
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are a part of entities with the proper terrain entity keys and values.</p>
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<p>Their scripts for terrain are as follows:</p>
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</font><font FACE="Courier New">
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<p><font size="2">textures/common/terrain<br>
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{<br>
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surfaceparm nodraw<br>
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surfaceparm nomarks<br>
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surfaceparm nolightmap<br>
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}<br>
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textures/common/terrain2<br>
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{<br>
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qer_editorimage textures/common/terrain.tga<br>
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surfaceparm dust<br>
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surfaceparm nodraw<br>
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surfaceparm nomarks<br>
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surfaceparm nolightmap<br>
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}</font></p>
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</font>
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<p align="center"><a href="creating_the_alphamap.html">Back</a> - <a href="table_of_contents.html">Table
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of Contents</a> - <a href="blocking_vis.html">Blocking Vis</a></p>
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<p> </td>
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</tr>
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</table>
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</div>
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</b>
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<p> </p>
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<p> </p>
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<p align="center">-17-</p>
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</body>
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</html>
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