Documentation: Remove the header names from certain sections of material commands.
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# Materials: Commands {#mat_commands}
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## alphafunc
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### Syntax {#syntax}
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### Syntax
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**alphaFunc <func>**
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### Overview {#overview}
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### Overview
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Determines the alpha test function used when rendering this surface.
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# Materials: Commands {#mat_commands}
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## alphagen
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### Syntax {#syntax}
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### Syntax
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**alphaGen <func>**
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### Overview {#overview}
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### Overview
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The alpha channel can be specified like the [rgb
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channels](rgbGen). If not specified, it
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## blendfunc
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### Syntax {#syntax}
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### Syntax
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**blendFunc <simplefunc>**
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**blendFunc <srcBlend> <destBlend>**
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### Overview {#overview}
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### Overview
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Blend functions are the keyword commands that tell the renderer how
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graphic layers are to be mixed together.
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### Usage {#usage}
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### Usage
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#### Simplified blend functions {#simplified_blend_functions}
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# Materials: Commands {#mat_commands}
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## cull
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### Syntax {#syntax}
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### Syntax
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**cull <side>**
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### Overview {#overview}
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### Overview
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Every surface of a polygon has two sides, a front and a back. Typically,
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we only see the front or "out" side. For example, a solid block you only
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# Materials: Commands {#mat_commands}
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## deformvertexes
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### Syntax {#syntax}
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### Syntax
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**deformVertexes <func>**
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### Overview {#overview}
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### Overview
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This command performs a general deformation on the surface's vertexes,
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changing the actual shape of the surface before drawing the shader
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# Materials: Commands {#mat_commands}
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## depthfunc
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### Syntax {#syntax}
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### Syntax
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**depthFunc <func>**
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### Overview {#overview}
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### Overview
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This controls the depth comparison function used while rendering.
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# Materials: Commands {#mat_commands}
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## depthwrite
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### Syntax {#syntax}
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### Syntax
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**depthWrite**
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### Overview {#overview}
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### Overview
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By default, writes to the depth buffer when
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[depthFunc](depthFunc) passes will happen
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# Materials: Commands {#mat_commands}
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## diffusemap
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### Syntax {#syntax}
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### Syntax
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**diffusemap <texturepath/texturename>**
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### Overview {#overview}
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### Overview
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Specifies the default texture asset to use on the diffuse/albedo pass of
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the material. This is the base texture in most cases. Some special
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### See also {#see_also}
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- [normalmap](normalmap)
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- [specularmap](specularmap)
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- [fullbrightmap](fullbrightmap)
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- [uppermap](uppermap)
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- [lowermap](lowermap)
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- [reflectmask](reflectmask)
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- [reflectcube](reflectcube)
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- [normalmap](Documentation/Materials/commands/normalmap.md)
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- [specularmap](Documentation/Materials/commands/specularmap.md)
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- [fullbrightmap](Documentation/Materials/commands/fullbrightmap.md)
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- [uppermap](Documentation/Materials/commands/uppermap.md)
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- [lowermap](Documentation/Materials/commands/lowermap.md)
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- [reflectmask](Documentation/Materials/commands/reflectmask.md)
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- [reflectcube](Documentation/Materials/commands/reflectcube.md)
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# Materials: Commands {#mat_commands}
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## fogparms
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### Syntax {#syntax}
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### Syntax
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**fogParms <red value> <green value> <blue value> <distance to opaque>**
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### Overview {#overview}
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### Overview
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**Note**: you must also specify "surfaceparm fog" to cause
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[vmap](vmap) to identify the surfaces inside the volume.
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# Materials: Commands {#mat_commands}
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## fte_clutter
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### Syntax {#syntax}
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### Syntax
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**fte_clutter <model> <spacing> <scale min> <scale max> <z offset>
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<angle min> <angle max>**
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### Overview {#overview}
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### Overview
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Similar to [vmap_surfaceModel (Material
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Command)](vmap_surfaceModel), however
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# Materials: Commands {#mat_commands}
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## fullbrightmap
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### Syntax {#syntax}
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### Syntax
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**fullbrightmap <texturepath/texturename>**
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### Overview {#overview}
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### Overview
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The texture is essentially a fullbright overlay on top of the
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diffuse/albedomap.
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# Materials: Commands {#mat_commands}
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## nomipmaps
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### Syntax {#syntax}
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### Syntax
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**noMipmaps**
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### Overview {#overview}
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### Overview
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This implies [noPicMip](noPicMip), but
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also prevents the generation of any lower resolution mipmaps for use by
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# Materials: Commands {#mat_commands}
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## nopicmip
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### Syntax {#syntax}
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### Syntax
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**noPicMip**
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### Overview {#overview}
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### Overview
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This causes the texture to ignore user-set values for the gl_picmip cvar
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command. The image will always be high resolution. Example: Used to keep
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# Materials: Commands {#mat_commands}
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## normalmap
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### Syntax {#syntax}
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### Syntax
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**normalmap <texturepath/texturename>**
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### Overview {#overview}
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### Overview
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Specifies the default texture to use for any normalmap operations. This
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depends heavily on which [GLSL program](Shaders) is used
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# Materials: Commands {#mat_commands}
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## polygonoffset
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### Syntax {#syntax}
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### Syntax
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**polygonOffset <value>**
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### Overview {#overview}
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### Overview
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Surfaces rendered with the polygonOffset keyword are rendered slightly
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off the polygon's surface. This is typically used for wall markings and
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# Materials: Commands {#mat_commands}
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## portal
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### Syntax {#syntax}
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### Syntax
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**portal**
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### Overview {#overview}
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### Overview
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Specifies that this texture is the surface for a portal or mirror. In
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the game map, a portal entity must be placed directly in front of the
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# Materials: Commands {#mat_commands}
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## reflectcube
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### Syntax {#syntax}
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### Syntax
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**reflectcube <texturepath/cubemapname>**
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### Overview {#overview}
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### Overview
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Specifies which cubemap to use on this material. By default, the engine
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will pass the nearest in-world cubemap instead.
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# Materials: Commands {#mat_commands}
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## reflectmask
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### Syntax {#syntax}
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### Syntax
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**reflectmask <texturepath/texturename>**
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### Overview {#overview}
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### Overview
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Defines a texture that specifies which parts of a material will reveal a
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reflective material, such as a
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# Materials: Commands {#mat_commands}
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## rgbgen
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### Syntax {#syntax}
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### Syntax
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**rgbGen <func>**
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**rgbGen wave <func> <base> <amp><phase> <freq>**
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### Overview {#overview}
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### Overview
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Defines what vertex colors are set to for any given surface.
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# Materials: Commands {#mat_commands}
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## skyparms
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### Overview {#overview}
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### Overview
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**skyParms <farbox> <cloudheight> <nearbox>**
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# Materials: Commands {#mat_commands}
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## sort
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### Syntax {#syntax}
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### Syntax
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**sort <value>**
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### Overview {#overview}
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### Overview
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Use this keyword to fine-tune the depth sorting of materials as they are
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compared against other materials in the game world. The basic concept is
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# Materials: Commands {#mat_commands}
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## specularmap
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### Syntax {#syntax}
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### Syntax
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**specularmap <texturepath/texturename>**
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### Overview {#overview}
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### Overview
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Can set the specularity of the surface in relation to dlights.
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Specularity is the intensity of the light reflecting off the surface. In
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# Materials: Commands {#mat_commands}
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## surfaceparm
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### Overview {#overview}
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### Overview
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The surfaceparm keyword is not only read by the VMAP compiler, but also
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by the renderer. A few keywords will only apply to any one of them.
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# Materials: Commands {#mat_commands}
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## tcgen
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### Syntax {#syntax}
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### Syntax
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**tcGen <coordinate source>**
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### Overview {#overview}
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### Overview
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Specifies how texture coordinates are generated and where they come
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from. Valid functions are **base**, **lightmap** and **environment**.
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# Materials: Commands {#mat_commands}
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## tcmod
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### Syntax {#syntax}
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### Syntax
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**tcMod <func> <…>**
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### Overview {#overview}
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### Overview
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Specifies how texture coordinates are modified after they are generated.
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# Materials: VMap Commands {#mat_vmap}
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## vmap_backmaterial
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### Syntax {#syntax}
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### Syntax
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**vmap_backMaterial <material>**
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### Overview {#overview}
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### Overview
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This allows a brush surface to use a different material when you are
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inside it looking out.
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# Materials: VMap Commands {#mat_vmap}
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## vmap_backsplash
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### Syntax {#syntax}
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### Syntax
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**vmap_backsplash <percent> <distance>**
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### Overview {#overview}
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### Overview
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Controls the percentage of [surface
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light](vmap_surfaceLight) backsplash (how
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# Materials: VMap Commands {#mat_vmap}
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## vmap_basematerial
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### Syntax {#syntax}
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### Syntax
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**vmap_baseMaterial <material>**
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### Overview {#overview}
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### Overview
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Copies the vmap_/surfaceparm commands from the specified material into
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this one.
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# Materials: VMap Commands {#mat_vmap}
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## vmap_bounce
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### Syntax {#syntax}
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### Syntax
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**vmap_bounce <scale>**
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### Overview {#overview}
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### Overview
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Specifies the fraction of light to re-emit during a bounce pass on this
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surface.
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# Materials: VMap Commands {#mat_vmap}
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## vmap_clonematerial
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### Syntax {#syntax}
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### Syntax
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**vmap_cloneMaterial <material>**
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### Overview {#overview}
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### Overview
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A material with this directive will inherit the target material's
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properties and appearance. **Be careful, this can lead to an infinite
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# Materials: VMap Commands {#mat_vmap}
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## vmap_invert
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### Syntax {#syntax}
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### Syntax
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**vmap_invert**
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### Overview {#overview}
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### Overview
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Inverts a surface normal. Works on brush faces, models and patches. Used
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in celshading to achieve the inverted backfacing hull.
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# Materials: VMap Commands {#mat_vmap}
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## vmap_lightimage
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### Syntax {#syntax}
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### Syntax
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**vmap_lightImage <texturepath>**
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### Overview {#overview}
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### Overview
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By default, surface lights use the average color of the source image to
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generate the color of the light. vmap_lightImage specifies an alternate
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# Materials: VMap Commands {#mat_vmap}
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## vmap_lightmapfilterradius
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### Syntax {#syntax}
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### Syntax
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**vmap_lightmapFilterRadius <lightmap filter radius>
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<light filter radius>**
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### Overview {#overview}
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### Overview
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This is usually used on [light emitting
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materials](vmap_surfaceLight) to
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# Materials: VMap Commands {#mat_vmap}
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## vmap_lightmapmergable
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### Syntax {#syntax}
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### Syntax
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**vmap_lightmapMergable**
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### Overview {#overview}
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### Overview
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When specified, the compiler will attempt to merge all surfaces using
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this material together onto lightmap sheets. This can drastically reduce
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# Materials: VMap Commands {#mat_vmap}
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## vmap_lightmapsampleoffset
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### Syntax {#syntax}
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### Syntax
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**vmap_lightmapSampleOffset <float>**
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### Overview {#overview}
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### Overview
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Takes a single parameter, defaulting to 1.0, which specifies how many
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units off a surface should the compiler sample lighting from. Use larger
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# Materials: VMap Commands {#mat_vmap}
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## vmap_lightmapsamplesize
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### Syntax {#syntax}
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### Syntax
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**vmap_lightmapSampleSize <int>**
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### Overview {#overview}
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### Overview
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Surfaces using a material with this option will have the pixel size of
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the lightmaps set to N world grid units. This option can be used to
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# Materials: VMap Commands {#mat_vmap}
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## vmap_lightrgb
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### Syntax {#syntax}
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### Syntax
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**vmap_lightRGB <red color> <green color> <blue color>**
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### Overview {#overview}
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### Overview
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Alternative to [vmap_lightImage (Material
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Command)](vmap_lightImage) and the
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# Materials: VMap Commands {#mat_vmap}
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## vmap_lightsubdivide
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### Syntax {#syntax}
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### Syntax
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**q3map_lightSubdivide <units>**
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### Overview {#overview}
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### Overview
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Used on surface lights (see [vmap_surfaceLight (Material
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Command)](vmap_surfaceLight)). Controls
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# Materials: VMap Commands {#mat_vmap}
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## vmap_nodirty
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### Syntax {#syntax}
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### Syntax
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**vmap_nodirty**
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### Overview {#overview}
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### Overview
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This surface is not affected by dirt-mapping. The compiler baked variant
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of ambient occlusion.
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@ -1,10 +1,10 @@
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# Materials: VMap Commands {#mat_vmap}
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## vmap_offset
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### Syntax {#syntax}
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### Syntax
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**vmap_offset <float>**
|
||||
|
||||
### Overview {#overview}
|
||||
### Overview
|
||||
|
||||
Offsets a surface along the vertex normals by N.N units. Used in
|
||||
celshading for those black edges. This is the sort-of the compiler
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
# Materials: VMap Commands {#mat_vmap}
|
||||
## vmap_remapmaterial
|
||||
### Syntax {#syntax}
|
||||
### Syntax
|
||||
|
||||
**vmap_remapMaterial <material>**
|
||||
|
||||
### Overview {#overview}
|
||||
### Overview
|
||||
|
||||
Allows the material to later become known as the specified material.
|
||||
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
# Materials: VMap Commands {#mat_vmap}
|
||||
## vmap_shadeangle
|
||||
### Syntax {#syntax}
|
||||
### Syntax
|
||||
|
||||
**vmap_shadeAngle <degrees>**
|
||||
|
||||
### Overview {#overview}
|
||||
### Overview
|
||||
|
||||
In short: At which angle the phong shading on a material breaks. If you
|
||||
set it to 0, basically no phong shading will ever be performed. The
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
# Materials: VMap Commands {#mat_vmap}
|
||||
## vmap_surfacelight
|
||||
### Syntax {#syntax}
|
||||
### Syntax
|
||||
|
||||
**vmap_surfacelight <intensity>**
|
||||
|
||||
### Overview {#overview}
|
||||
### Overview
|
||||
|
||||
The texture gives off light equal to the value set for it. The relative
|
||||
surface area of the texture in the world affects the actual amount of
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
# Materials: VMap Commands {#mat_vmap}
|
||||
## vmap_surfacelightdistance
|
||||
### Syntax {#syntax}
|
||||
### Syntax
|
||||
|
||||
**vmap_surfaceLightDistance <scale>**
|
||||
|
||||
### Overview {#overview}
|
||||
### Overview
|
||||
|
||||
Increases the range of a surfacelight. This is different from increasing
|
||||
the [vmap_surfaceLight (Material
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
# Materials: VMap Commands {#mat_vmap}
|
||||
## vmap_surfacemodel
|
||||
### Syntax {#syntax}
|
||||
### Syntax
|
||||
|
||||
**vmap_surfaceModel <modelpath> <density> <odds> <minscale> <maxscale>
|
||||
<minangle> <maxangle> <oriented>**
|
||||
|
||||
### Overview {#overview}
|
||||
### Overview
|
||||
|
||||
A surface with vmap_surfaceModel in its shader will randomly place a
|
||||
specified model across it's face. This is designed to place grass or
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
# Materials: Compiler Commands {#mat_vmap}
|
||||
## vmap_tesssize
|
||||
### Syntax {#syntax}
|
||||
### Syntax
|
||||
|
||||
**vmap_tessSize <amount>**
|
||||
|
||||
### Overview {#overview}
|
||||
### Overview
|
||||
|
||||
Formely known as just **tessSize**.
|
||||
|
||||
|
|
Loading…
Reference in a new issue