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<title>Vera Visions Material Manual: Introduction</title>
<link rel = "stylesheet" type = "text/css" href = "../styles/design.css">
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<h1 class = "MsoTitle">Vera Visions Material Manual</h1>
<hr>
<h1>1 Preface: Making Your Own Materials</h1>
The Manual for the level editor program contains a section called <b><i>Creating New Assets</i></b> that has the necessary information for setting up the files to create your own custom materials. It is recommended that you study the scripts in this document and in the individual material scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes.
<p>The material language is heavily specific to OpenGL and Vulkan graphics rendering API behaviour. You have direct access to OpenGL blend mode calls for example and are linking each material to a more advanced GLSL <a href = "../ch05/pg5_1.htm#shader">program</a> to handle the actual rendering of any given surface. To write materials you do not need to know GLSL, however you should have a basic understanding of what parameters to pass (if any exist for any given GLSL) and which <b>map</b> commands need to be passed in order for a material to render as intended. Please look at the examples in the game for inspiration and a point of reference.
<h1><a name = "intro">2 Introduction</a></h1>
The graphic engine for <i>Quake III Arena</i> has taken a step forward by putting much more direct control over the surface
qualities of textures into the hands of designers and artists. That's why its engine technology was chosen as a basis
for <i>The Wastes</i> and future games by <b>Vera Visions</b>.
<br>
In writing this manual, we have tried to define the concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge ofcomputer graphics but are not necessarily computer programmers. It is not a tutorial, nor was it intended to be one.
<h2><a name = "what">2.1 What is a Material?</a></h2>
Materials are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool). By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,). Several specific script documents have also been created to handle special cases, like liquids, sky and special effects.
<p>Material scripts are located in the textures/ directory, along with their assets, with the ".mat" file extension.
<p>A material file consists of a series of surface attributes (global scope) and rendering instructions formatted
within braces ("{" and "}"). Below you can see a simple example of syntax and format for a single process, including the
VMAP keywords or "Surface Parameters", which follow the first bracket and a single bracketed "stage":
<p><pre class = "type">
// Vera Visions Material
{
diffusemap textures/common/lava.tga
vmap_tessSize 64
{
program unlit
map $diffusemap
blendFunc add
}
}
</pre>
<h2><a name = "conventions">2.2 Material Name &amp; File Conventions</a></h2>
The first line is a simple comment. All the official textures are marked that way.
The file-name of the material, as well as the full path are often a mirror of a pathname to a standard .tga file without the extension or base dir (/TW/wastes in our case), but they do not need to be.
<p>Materials that are placed on surfaces in the map editor commonly mirror a .tga file, but the "qer_editorimage" parameter canforce the editor to use an arbitrary image for display.
<p>Material pathnames have a case sensitivity issue - on Microsoft Windows, they <i>aren't</i> case sensitive, but on UNIX they <i>are</i>. Try to always use lowercase for filenames, and always use forward slashes "/" for directory separators.
<h2><a name = "types">2.3 Material Types</a></h2>
The keywords that affect materials are divided into two classes. The first class of keywords are global parameters. Some global parameters (<b>"surfaceparms."</b> And all <b>"vmap_" keywords</b>) are processed by VMAP, and change physical attributes of the surface that uses the material. These attributes can affect the player. To see changes in these parameters one must recompile the level.
<p>The remaining global keywords, and all Stage Specific Keywords are processed by the renderer. They are appearance changes
only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_reload (type command <b>vid_reload</b> in the game console).
<p>The <b>"program" keyword</b> inside of a stage tells the renderer which GLSL <a href = "../ch05/pg5_1.htm#shader">program</a> to run on the material. GLSL programs control the entire rendering routine for any given surface. There's a few available to you. In the above example it would cause the texture to be rendered without lighting and just the diffuse texture.
<p>The <b>"blendFunc" keyword</b> is another Stage Specific Keyword that affects how the material is drawn on top of everything else. It will never be placed as a global paremeter, as it will never affect gameplay.
<p>Material keywords are <i>not</i> case sensitive.
<p><b>IMPORTANT NOTE:</b> some of the material commands may be order dependent, so it's good practice to place all global material commands (keywords defined in this section) at the very beginning of the material and to place stages at the end (see various examples).
<h2><a name = "concepts">2.4 Key Concepts</a></h2>
Ideally, a designer or artist who is manipulating textures with material files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff). If not, there are some concepts you need to have a
grasp on to make materials work for you.
<p><div class = "subheading">2.4.1 Surface Effects vs. Content Effects</div>
Materials not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, "shape," and apparent movement of those things. A surface effect does nothing to modify
the shape or content of the brush. Surface effects include glows, transparencies and rgb (red, green, blue) value
changes. Content materials affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and
structural. A GLSL <a href = "../ch05/pg5_1.htm#shader">program</a> can also affect the movement of a surface. Water can be tesselated and create waves, for example. This is all done
within a GLSL <a href = "../ch05/pg5_1.htm#shader">program</a> with an appropriate vertex shader.
<p><div class = "subheading">2.4.2 Power Has a Price</div>
The material script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of
and potential special effects that may be applied to surfaces in the gameworld. But it is power that comes with a price tag
attached, and the cost is measured in performance speed. Each material phase that affects the appearance of a texture causes the <i>Q3:A</i>engine to make another processing pass and redraw the world. Think of it as if you were adding all
the material-affected triangles to the total r_speed count for each stage in the material script. A material-manipulated texture that is seen through another material-manipulated texture (e.g. a light in fog) has the effect of <i>adding</i> the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.
<p><div class = "subheading">2.4.3 RGB Color</div>
RGB means "Red, Green, Blue."Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors. This is called <i>additive color</i> (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color). Here and in most higher-end computer art programs (and the color selector in Windows), the intensities ofthe individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color. The lower the number value (towards 0), the darker the shade. The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs). All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the graphics engine requires that the color range be "normalized" into a range between 0.0 and 1.0.
<p><div class = "subheading">2.4.4 Normalization: a Scale of 0 to 1</div>
The mathematics here use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale. To convert numbers, divide each of the artprogram's values for the component colors by 255. The resulting three values are your formula for that color component. The same holds true for texture coordinates.
<p><div class = "subheading">2.4.5 Texture Sizes</div>
TGA texture files are measured in pixels (picture elements). Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use. Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16.
<p><div class = "subheading">2.4.6 Color Math</div>
Colors are changed by mathematical equations worked on the textures by way ofthe scripts or
"programlets" in the material file. An equation that adds to or multiplies the number values in atexture causes it to become
darker. Equations that subtract from or modulate number values in a texture cause it to become lighter. Either equation can change the hue and saturation of a color.
<p><div class = "subheading">2.4.7 Measurements</div>
The measurements used in the materials are in either game units, color units, or texture units.
<p>&middot; <b>Game unit:</b> A game unit is used by deformations to specify sizes relative to the world. Game units are the same scale we have had since way back in the <i>Wolfenstein</i>days - 8 units equals one foot. The default texture scale used by the WorldSpawn map editor results in two texels for each game unit, but that can be freely changed.
<p>&middot; <b>Color units</b>: Colors scale the values generated by the texture units to produce lighting effects. A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green,and blue channels, or sometimes as separate values for each channel.
<p>&middot; <b>Texture units:</b> This is the normalized (see above) dimensions of the original texture image (or a previously modified texture at a given stage in the material pipeline). A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0. For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture. The coordinates are usually assigned by the level editor or
modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime.
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<title>Vera Visions Material Manual: General Material Keywords</title>
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<h1 class = "MsoTitle">Vera Visions Material Manual</h1>
<hr>
<h1>3 General Material Keywords</h1>
<b>IMPORTANT NOTE:</b> Once again, be aware that some of the shader commands may be order dependent, so it's good practice to place all global shader commands (keywords defined inthis section) at the very beginning of the shader and to place shader stages at the end (see various examples).
<p>These Keywords are global to a shader and affect all stages.
<h2><a name = "diffusemap">3.1 diffusemap &lt;texturepath/texturename&gt;</a></h2>
Specifies the default texture asset to use on the diffuse/albedo pass of the material. This is the base texture in most cases. Some special materials used for special effects and the like might not have one. However surfaces such as floors, walls etc. certainly do.
It will affect which texture is used to get color information from for lighting passes, etc.
<h2><a name = "normalmap">3.2 normalmap &lt;texturepath/texturename&gt;</a></h2>
Specifies the default texture to use for any normalmap operations. This depends heavily on which GLSL program is used inside the later stages.
The dynamic lights will use this to determine height information for light and shadows. So sometimes you want to skip setting this.
<h2><a name = "specularmap">3.3 specularmap &lt;texturepath/texturename&gt;</a></h2>
Can set the specularity of the surface in relation to dlights. Specularity is the intensity of the light reflecting off the surface. In special cases some GLSL programs might use the texture it for other purposes, too.
<h2><a name = "skyparms">3.4 skyParms &lt;farbox&gt; &lt;cloudheight&gt; &lt;nearbox&gt;</a></h2>
Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc). <b>Some of the VMAP specific commands use this as a reference as to what skybox to use for color, intensity etc.</b>
<p>The renderer will take it into account only if you do not supply any Stages in the material.
<p><b>&lt;farbox&gt;</b> Specifies a set of files to use as an environment box behind all cloudlayers. Specify "-" for no
farbox, or a file base name. A base name of "env/test" would look for files "env/test_rt.tga", "env/test_lf.tga",
"env/test_ft.tga", "env/test_bk.tga", "env/test_up.tga", "env/test_dn.tga" to use as the right / left / front / back / up /
down sides.
<br><b>&lt;cloudheight&gt;</b> controls apparent curvature of the cloud layers - lower numbers mean more curvature (and thus more distortion at the horizons). Higher height values create "flatter" skies with less horizon distortion. Think of height
as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256. The default value is 128.
<br><b>&lt;nearbox&gt;</b> Specified as farbox, to be alpha blended ontop of the clouds. This has not be tested in a long time, so it probably doesn't actually work. Set to "-" to ignore.
<!--
<p><div class = "tip"><strong>Design Notes:</strong>
<ul><li>If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value. Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural.
<li>Be aware that the skybox does not wrap around the entire world. The "floor" or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the "hall of mirrors" effect.</ul></div>
-->
<p align = "center"><strong>Example: Sky script</strong>
<div><pre class = "type">
// Vera Visions Material
{
qer_editorImage textures/skies/dune.tga
skyParms textures/skies/dune/bg 256 -
noPicMip
noMipmaps
vmap_lightmapFilterRadius 0 8
vmap_sun 0.34 0.22 0.09 120 -28 127
vmap_skyLight 190 6
surfaceParm sky
surfaceParm noimpact
surfaceParm nolightmap
surfaceParm nodlight
{
program skybox
map $cube:textures/skies/dune/bg
map textures/skies/clouds/dunecloud.tga
map textures/skies/clouds/dunecloud_layer.tga
}
}</pre>
</div>
<h2><a name = "cull">3.5 cull &lt;side&gt;</a></h2>
Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For
example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens.
<p>To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull <i>front</i> if this keyword is not specified. However for items that should be inverted then the value <i>back</i> should be used. To disable culling, the value <i>disable</i> or <i>none</i> should be used. Only one cull instruction can be set
for the shader.
<p><div class = "subheading">3.5.1 cull front</div>
The front or "outside" of the polygon is not drawn in the world. This is the default value. It is used if the keyword "<b>cull</b> " appears in the content instructions without a <b>&lt;side&gt;</b> value or if the keyword cull does not appear at all in the shader.
<p><div class = "subheading">3.5.2 cull back</div>
Cull back removes the back or "inside" of a polygon from being drawn in the world.
<p><div class = "subheading">3.5.3 cull disable, cull none</div>
Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that
have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g. plasma).
<p><div class = "tip"><strong>Design Notes:</strong> For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.</div>
<h2><a name = "fogparms">3.6 fogparms &lt;red
value&gt; &lt;green value&gt; &lt;bluevalue&gt; &lt;distance to
Opaque&gt;</a></h2>
<p>Note: you must also specify "surfaceparm fog" to cause q3map to identify the surfaces inside the volume. Fogparms only
describes how to render the fog on the surfaces.
<p><b>&lt;red value&gt; &lt;green value&gt; &lt;blue value&gt;</b> These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena, divide the desired color's Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range.
<br><b>&lt;distance toopaque&gt;</b> This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque, the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs).
<ul><li>The fog volume can only have one surface visible (from outside the fog).
<li>Fog must be made of one brush. It cannot be made of adjacent brushes.
<li>Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).
</ul>
<p><div class = "tip"><strong>Design Notes:</strong>
<ul><li>If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use.
<li>If a room is to be filled completely with a fog volume,it can only be entered through one surface (and still have the fog function correctly).
<li>Additional shader passes may be placed on a fog brush, as with other brushes.</ul></div>
<h2><a name = "nopicmip">3.7 noPicMip</a></h2>
This causes the texture to ignore user-set values for the <b>gl_picmip</b> cvar command. The image will always be high
resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.
<h2><a name = "nomipmaps">3.8 noMipmaps</a></h2>
This implies <b>noPicMip</b>, but also prevents the generation of any lower resolution mipmaps for use by the 3d card. This will
cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects.
<h2><a name = "polygon">3.9 polygonOffset &lt;value&gt;</a></h2>
Surfaces rendered with the <b>polygonOffset</b> keyword are rendered slightly off the polygon's surface. This is typically
used for wall markings and "decals." The distance between the offset and the polygon is variable. If no value is supplied a distance of 1 is assumed, however this is meant for backwards compatibility. Being explicit will help grepping values later in case you need to find all surfaces with just a polygonOffset of 1.
<h2><a name = "portal">3.10 portal</a></h2>
Specifies that this texture is the surface for a portal or mirror. In the game map, a portal entity must be placed directly in front of the texture (within 64 game units). All this does is set "sort portal", so it isn't needed if you specify
that explicitly.
<h2><a name = "sort">3.11 sort &lt;value&gt;</a></h2>
Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The
basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy ofwhich shader draws in what order.
<p>The default behavior is to put all blended shaders in sort "additive" and all other shaders in sort "opaque", so you only
need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene.
<p>The value here can be either a numerical value or (alternatively) one of the keywords in the following list (listed in order of mostly ascending priority):
<ul><b>ripple:</b> Meant for surfaces blending below water surfaces I guess.
<br><b>deferredlight:</b> Blend at the same order as deferred lighting. So before diffuse mapping usually takes place.
<br><b>portal:</b> This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view.
<br><b>sky:</b> Typically, the sky is the farthest surface in the game world. Drawing this after other opaque surfaces can be an optimization on some cards. This currently has the wrong value for this purpose, so it doesn't do much of anything.
<br><b>opaque:</b> This surface is opaque (rarely needed since this is the default with noblendfunc)
<br><b>decal:</b> Blend it like a decal. Ones affected by light, or something.
<br><b>seethrough:</b> Not sure what to call this, beyond repeating its name and it being between decal and unlitdecal.
<br><b>unlitdecal:</b> Blend it like an unlit decal, this most commonly is bullet impacts.
<br><b>banner:</b> Transparent, but very close to walls.
<br><b>underwater:</b> Draw behind normal transparent surfaces.
<br><b>blend:</b> Draw like a <b>blendFunc blend</b> transparent surface.
<br><b>additive:</b> normal transparent surface (default for shaders with blendfuncs)
<br><b>nearest:</b> this shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs</ul>
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<title>Vera Visions Material Manual: Specific Material Keywords</title>
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<h1 class = "MsoTitle">Vera Visions Material Manual</h1>
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<h1>4 VMAP Specific Material Keywords</h1>
These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire material.
<h2><a name = "tessSize">4.1 vmap_tessSize &lt;amount&gt;</a></h2>
The vmap_tessSize keyword controls
the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface. This is only
applicable to solid brushes, not curves, and is generally only used on surfaces that are manipulated by a vertex shader <a href = "../ch05/pg5_1.htm#shader">program</a>. Abuse of this can create a huge number of triangles. This happens during VMAP processing, so maps must be reprocessed for changes to take effect.
<p><div class = "tip"><b>Design Note:</b> It can also be used on tesselating surfaces to make sure that tesselations are large, and thus, less costly in terms of triangles created.</div>
<h2><a name = "backshader">4.2 vmap_backshader &lt;materialname&gt;</a></h2>
This allows a brush to use a different material when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order (see <b><i>sort</i></b> above) or appearance when seen from the inside.
<h2><a name = "globaltex">4.3 vmap_globaltexture</a></h2>
Many problems with getting material effects to work across multiple adjacent brushes are a result of the way VMAP optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map.
<h2><a name = "mapsun">4.4 vmap_sun &lt;red&gt; &lt;green&gt; &lt;blue&gt; &lt;intensity&gt; &lt;degrees&gt; &lt;elevation&gt; &lt;deviance&gt; &lt;samples&gt;</a></h2>
This keyword in a sky material will create the illusion of light cast into a map by a single, infinitely distance light source (sun, moon, hellish fire, etc.). This is only processed during the lighting phase of VMAP.
<p><b>&lt;red&gt;&lt;green&gt; &lt;blue&gt;</b> Color is described by three normalized rgbvalues. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use.
<br><b>&lt;intensity&gt;</b> is the brightness of the generated light. A value of 100 is a fairly bright sun. The
intensity of the light falls off with angle but not distance.
<br><b>&lt;degrees&gt;</b> is the angle relative to the directions on the map file. A setting of 0 degrees equals east. 90
isnorth, 180 is west and 270 is south.
<br><b>&lt;elevation&gt;</b> is the distance, measured in degrees from the horizon (z value of zero in the map file). An
elevation of 0 is sunrise/sunset. An elevation of 90 is noon.
<br><b>&lt;deviance&gt;</b> is the number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree.
<br><b>&lt;samples&gt;</b> is the number of random jitters distributed over the solid arc (~16).
<p><div class = "tip"><b>DESIGN NOTE:</b> Sky materials should probably still have a <b>vmap_surfacelight</b> value. The "sun" gives a strong directional light, but doesn't necessarily give the fill light needed to soften and illuminate shadows. Skies with clouds should probably have a weaker <b>vmap_sun</b> value and a higher <b>vmap_surfacelight</b> value. Heavy clouds diffuse light and weaken shadows. The opposite is true of a cloudless or nearly cloudless sky. Insuch cases, the "sun" or "moon" will cast stronger, shadows that have a greater degree of contrast.
<p><b>Design Trick:</b> Not certain what color formula you want to use for the sun's light? Try this. Create a light entity. Use the level editor's color selection tools to pick a color. The light's _color key's value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your material.</div>
<h2><a name = "surflight">4.5 vmap_surfaceLight &lt;light value&gt;</a></h2>
The texture gives off light equal to the <b>&lt;light value&gt;</b> set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated. To give off what appears to be the same amount
of light, a smaller texture must be significantly brighter than a larger texture. Unless the qer_lightimage keyword is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture.
<h2><a name = "lightimg">4.6 vmap_lightimage &lt;texturepath/texturename&gt;</a></h2>
The keyword <b>vmap_lightimage</b> generates lighting from the average color of the TGA image specified by the
vmap_lightimage.
<p>The keyword sequence for generating light on a <b>vmap_surfacelight</b> should be ordered as follows:
<ol><li><b>vmap_lightimage</b> ; (the texture providing the light and the color of the light)
<li><b>qer_editorimage</b> ; (the editor-only image used to select the source map for the texture)
<li>the average color of the light emitted from the material is calculated from the <b>lightimage.</b>)</ol>
<p>The reason <b>vmap_lightimage</b> is specified for the light in the example below, is because the blend map is predominantly yellow, and the designer wanted more yellow light to be emitted from the light.
<p align = "center"><strong>Example: Taking light from another source texture</strong>
<p><pre class = "type">
// Vera Visions Material
{
// base TGA (used because the material is used with several
// different light values
diffusemap textures/gothic_light/ironcrosslt2.tga
// this TGA is the source for the color of the blended light
vmap_lightimage textures/gothic_light/ironcrosslt2.blend.tga
// emitted light value of 10,000
vmap_surfacelight 10000
{
program lightmapped
map $diffusemap
}
{
program unlit
map textures/gothic_light/ironcrosslt2.tga
blendFunc filter
}
{
program unlit
map textures/gothic_light/ironcrosslt2.blend.tga
blendFunc add
}
}
</pre>
<h2><a name = "lightsub">4.7 vmap_lightsubdivide &lt;value&gt;</a></h2>
This allows the user to define how large, or small to make the subdivisions (triangles) in a textured surface, particularly aimed at light-emitting textures like skies. It defaults to 120 game units, but can be made larger (256 or 512) for sky boxes or smaller for light surfaces at the bottoms of cracks. This can be a dominant factor in processing time for VMAP lighting.
<h2><a name = "surfparm">4.8 surfaceparm &lt;parm&gt;</a></h2>
<p>The surfaceparm keyword is not only read by the VMAP compiler, but also by the renderer. A few keywords will only apply to any one of them.
<p>All surfaceparm keywords are preceded by the word surfaceparm as follows: <b>surfaceparm fog</b> or <b>surfaceparm noimpact</b>.
<p><div class = "subheading">4.8.1 alphashadow</div>
This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the VMAP process to use the texture's alpha channel as a mask for casting static shadows in the game world.
<p><div class = "tip"><b>Design Note:</b> Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture. Most of our tattered banners use this to cast tattered shadows.</div>
<p><div class = "subheading">4.8.2 areaportal</div>
A brush marked with this keyword functions as an area portal, a break in the VMAP tree. It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity). The intent is to block the game from processing
surface triangles located behind it when the door is closed. It is also used by the BSPC (bot area file creation compiler) in the same manner as a clusterportal. The brush must touch all the structural brushes surrounding the <b>
areaportal</b>.
<p><div class = "subheading">4.8.3 clusterportal</div>
A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It
is typically placed in locations that are natural breaks in a map, such a sentrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the <b>areaportal</b>.
<p><div class = "subheading">4.8.4 donotenter</div>
Read as "do not enter." Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect
non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features.
<p><div class = "subheading">4.8.5 fog</div>
Fog defines the brush as being a "fog" brush. This is a VMAP function that chops and identifies all geometry inside the
brush. The General material keyword fogparms must also be specified to tell how to draw the fog.
<p><div class = "subheading">4.8.6 lava</div>
Assigns to the texture the game properties set for lava. This affects both the surface and the content of a brush.
<p><div class = "subheading">4.8.7 lightfilter</div>
Causes the VMAP light stage to use the texture's RGB and alpha channels to generate colored alpha shadows in the lightmap. For example, this can be used to create the colored light effect cast by stained glass windows. This can be used with surfaceparm alphashadow if an alpha is to be respected.
<p><div class = "subheading">4.8.8 nodamage</div>
The player takes no damage if he falls onto a texture with this surfaceparm
<p><div class = "subheading">4.8.9 nodlight</div>
Read as "No <i>Dee</i>Light". A texture containing this parameter will not be affected or lit by dynamic lights, such as
weapon effects. The VMAP compiler doesn't really care about this, but the renderer does.
<p><div class = "subheading">4.8.10 nodraw</div>
A texture marked with nodraw will not visually appear in the game world. Most often used for triggers, clip brushes, origin
brushes, and so on. Light will pass through it, therefore beware of bleeding issues when using nodraw/caulk textures with this.
<p><div class = "subheading">4.8.11 nodraw2</div>
Same as <b>nodraw</b>, but the engine won't draw it, whereas the VMAP compiler will react to the surface. So unlike <i>nodraw</i>, light will not pass through these surfaces.
<p><div class = "subheading">4.8.12 noimpact</div>
World entities will not impact on this texture. No explosions occur when projectiles strike this surface and no marks
will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave
marks.
<p><div class = "subheading">4.8.13 nomarks</div>
Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface.
This is useful to keep lights from being temporarily obscured by battle damage.
<p><div class = "subheading">4.8.14 nolightmap</div>
This texture does not have a lightmap phase. It is not affected by the ambient lighting of the world around it. It does not
require the addition of an rgbGen identity keyword in that stage.
<p><div class = "subheading">4.8.15 nosteps</div>
The player makes no sound when walking on this texture.
<p><div class = "subheading">4.8.16 nonsolid</div>
This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to
triggers, hint brushes and similar brushes. This affects the content of a brush.
<p><div class = "subheading">4.8.17 origin</div>
Used on the "origin" texture. Rotating entities need to contain an origin brush in their construction. The brush must be
rectangular (or square). The origin point is the exact center of the origin brush.
<p><div class = "subheading">4.8.18 playerclip</div>
Blocks player movement through a <b>nonsolid</b> texture. Other game world entities can pass through a brush marked <b>
playerclip</b>. The intended use for this is to block the player but not block projectiles like rockets.
<p><div class = "subheading">4.8.19 slick</div>
This surfaceparm included in a texture should give it significantly reduced friction.
<p><div class = "subheading">4.8.20 slime</div>
Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush.
<p><div class = "subheading">4.8.21 structural</div>
This surface attribute causes a brush to be seen by the VMAP process as a possible break-point in a BSP tree. It is used
as a part of the material for the "hint" texture. Generally speaking, any opaque texture not marked as "<b>detail</b>" is, by
default, <b>structural,</b> so you shouldn't need to specify this.
<p><div class = "subheading">4.8.22 trans</div>
Light will pass through this surface, but only if neither alphashadow or lightfilter are applied.
Tells VMAP that pre-computed visibility should not be blocked by this surface. Generally, any materials that have blendfuncs
should be marked as surfaceparm trans.
<p><div class = "subheading">4.8.23 water</div>
Assigns to the texture the game properties for water.
<p><div class = "subheading">4.8.24 climb</div>
Marks the desired surface as a climbable surface. This currently affects the entire volume.
<p><div class = "subheading">4.8.25 vehicleclip</div>
Blocks all movement of vehicle entities through this surface.
<p><div class = "subheading">4.8.26 leakssteam</div>
When this surface is impacted, steam will leak out temporarily. Specific to The Wastes 1.3.
<p><div class = "subheading">4.8.27 leakswater</div>
When this surface is impacted, water will leak out temporarily. Specific to The Wastes 1.3.
<p><div class = "subheading">4.8.28 alien</div>
Defines that the surface is of an 'alien' material. Affects impact sound and effects.
<p><div class = "subheading">4.8.29 flesh</div>
Defines that the surface is of flesh. Affects impact sound and effects.
<p><div class = "subheading">4.8.30 foliage</div>
Defines that the surface is foliage. Affects impact sound and effects.
<p><div class = "subheading">4.8.31 computer</div>
Defines that the surface is of computer parts. Affects impact sound and effects.
<p><div class = "subheading">4.8.32 dirt</div>
Defines that the surface is of dirt. Affects impact sound and effects.
<p><div class = "subheading">4.8.33 vent</div>
Defines that the surface is a vent. Affects impact sound and effects.
<p><div class = "subheading">4.8.34 grate</div>
Defines that the surface is a grate. Affects impact sound and effects.
<p><div class = "subheading">4.8.35 metal</div>
Defines that the surface is of metal. Affects impact sound and effects.
<p><div class = "subheading">4.8.36 glass</div>
Defines that the surface is of glass. Affects impact sound and effects.
<p><div class = "subheading">4.8.37 sand</div>
Defines that the surface is of sand. Affects impact sound and effects.
<p><div class = "subheading">4.8.38 slosh</div>
Defines that the surface is of a liquid. Affects impact sound and effects.
<p><div class = "subheading">4.8.39 snow</div>
Defines that the surface is of snow. Affects impact sound and effects.
<p><div class = "subheading">4.8.40 tile</div>
Defines that the surface is of kitchen/bathroom tiles. Affects impact sound and effects.
<p><div class = "subheading">4.8.41 wood</div>
Defines that the surface is of wood. Affects impact sound and effects.
<p><div class = "subheading">4.8.42 concrete</div>
Defines that the surface is of concrete. Affects impact sound and effects.
<p><div class = "subheading">4.8.43 fl_r1</div>
Reserved for custom games. This can be anything.
<p><div class = "subheading">4.8.44 fl_r2</div>
Reserved for custom games. This can be anything.
<p><div class = "subheading">4.8.45 fl_r3</div>
Reserved for custom games. This can be anything.
<p><div class = "subheading">4.8.46 fl_r4</div>
Reserved for custom games. This can be anything.
<p><div class = "subheading">4.8.47 fl_r5</div>
Reserved for custom games. This can be anything.
<p><div class = "subheading">4.8.48 fl_r6</div>
Reserved for custom games. This can be anything.
<p><div class = "subheading">4.8.49 fl_r7</div>
Reserved for custom games. This can be anything.
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<title>Vera Visions Material Manual: Editor Specific Material Instructions</title>
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<h1 class = "MsoTitle">Vera Visions Material Manual</h1>
<hr>
<h1>5 Editor specific material instructions</h1>
These instructions only affect the texture when it is seen in the level editor. They should be grouped with the surface
parameters but ahead of them in sequence.
<h2><a name = "edimg">5.1 qer_editorimage &lt;texture path/texturename&gt;</a></h2>
This keyword creates a material 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 material, any texture used in any of the material stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the material in the editor, then a 256x256 image used in a later stage will be shrunk to fit.
<p><div class = "tip"><b>Design Notes:</b> The base_light and gothic_light materials 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 material.</div>
<p><pre class = "type">
// Vera Visions Material
{
qer_editorimagetextures/eerie/lavahell.tga // based on this
qer_nocarve // cannot be cut by CSG subtract
surfaceparm noimpact // projectiles do not hit it
surfaceparm lava // has the game properties of lava
surfaceparm nolightmap // environment lighting does not affect
vmap_surfacelight 3000 // light is emitted
vmap_tessSize 256 // relatively large triangles
cull disable // no sides are removed
deformVertexes wave 100 sin 5 5 .5 0.02
fogparms 0.8519142 0.309723 0.0 128 128
{
program unlit
map textures/eerie/lavahell.tga // base texture artwork
blendFunc GL_ONE GL_ONE // blend additively over everything else
}
}
</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 &lt;value&gt;</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.
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<title>Vera Visions Material Manual: Stage Specific Keywords</title>
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</head>
<body>
<h1 class = "MsoTitle">Vera Visions Material Manual</h1>
<hr>
<h1>6 Stage Specific Keywords</h1>
Stage specifications only affect rendering. Changing any keywords or values within a stage will usually take effect as soon
as a <b>vid_reload</b> is executed. VMAP ignores stage specific keywords entirely.
<p>A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options.
<h2><a name = "shader">6.1 Shader specification</a></h2>
<div class = "subheading">6.1.1 program &lt;shadername&gt;</div>
Specifies the GLSL vertex/fragment shader program to use on this surface.
This needs to be first command within every stage.
<p><div class = "subheading">6.1.2 permu &lt;key&gt &lt;value&gt;</div>
Set a shader permutation for the above named <b>program</b>. This is effectively how you change parameters of some vertex/fragment shader programs. Which permutations each shader supports is up to the individual shader. Keep in mind that each unique combination results in another compile of said shader program and so comes at a price.
<h2><a name = "texmap">6.2 Texture map specification</a></h2>
<div class = "subheading">6.2.1 map &lt;texturepath/texturename&gt;</div>
Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage. The texture may or may not contain alpha
channel information. There are special keywords that may be substituted in lieu of an actual
texture map name:
<ul><p><div class = "subheading">$whiteimage</div>
This is a white image generated internally by the game.
<p><div class = "subheading">$blackimage</div>
This is a black image generated internally by the game. It can be helpful too, similar to $whiteimage.
<p><div class = "subheading">$diffuse</div>
Refers to the image that was registered using the 'diffusemap' keyword at global scope.
<p><div class = "subheading">$normalmap</div>
Refers to the image that was registered using the 'normalmap' keyword at global scope.
<p><div class = "subheading">$cube:&lt;texturepath/cubemapname&gt;</div>
Refers to an actual skybox/cubemap series of images.
</ul><p><div class = "subheading">6.2.2 clampmap &lt;texturepath&gt;</div>
Dictates that this stage should clamp texture coordinates instead of wrapping them. In short: The texture does not tile.
<p><div class = "subheading">6.2.3 animmap &lt;frequency&gt; &lt;texture1&gt; &hellip; &lt;texture8&gt;</div>
The surfaces in the game can be animated by displaying asequence of 1 to 8 frames (separate texture maps). These animations
are affected by other keyword effects in the same and later shader stages.
<p><b>&lt;Frequency&gt;:</b> the number of times that the animation cycle will repeat within a one second time period. The
larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values.
<br><b>&lt;texture1&gt; &hellip;&lt;texture8&gt;:</b> the texture path/texture name for each animation frame must be
explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence. Each frame is
displayed for an equal subdivision of the frequency value.
<p><div class = "tip"><b>Design Notes:</b> To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.</div>
<p><pre class = "type">
// Vera Visions Material
{
qer_editorimage textures/sfx/b_flame7.tga
vmap_lightimage textures/sfx/b_flame7.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nolightmap
vmap_surfacelight 1800
cull none
{
animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga
blendFunc GL_ONE GL_ONE
}
{
animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tgatextures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga
blendFunc GL_ONE GL_ONE
}
{
program unlit
map textures/sfx/b_flameball.tga
blendFunc GL_ONE GL_ONE
}
}
</pre>
<h2><a name = "blend">6.3 Blend Functions</a></h2>
Blend functions are the keyword commands that tell the renderer how graphic layers are to be mixed together.
<p><div class = "subheading">6.3.1 Simplified blend functions:</div>
The most common blend functions are set up here as simple commands, and should be used unless you really know what you are
doing.
<p><strong>6.3.1.1 blendFunc add</strong>
<br>This is a shorthand command for <b>blendFunc GL_ONE GL_ONE</b>. Effects like fire and energy are additive.
<p><strong>6.3.1.2 blendFunc filter</strong>
<br>This is a shorthand command that can be substituted for either <b>blendFunc GL_DST_COLOR GL_ZERO</b> or <b>blendFunc GL_ZERO GL_SRC_COLOR</b>. A filter will always result in darker pixels than what is behind it, but it can also remove color selectively. Lightmaps are filters.
<p><strong>6.3.1.3 blendFunc blend</strong>
<br>Shorthand for <b>blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA</b>. This is conventional transparency, where part of the background is mixed with part of the texture.
<p><div class = "subheading">6.3.2 Explicit blend functions:</div>
Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics.
<p>BlendFunc or "Blend Function" is the equation at the core of processing shader graphics. The formula reads as follows:
<p style = "font-weight: bold; text-align: center">[Source *&lt;srcBlend&gt;] + [Destination *
&lt;dstBlend&gt;]
<p><b>Source</b> is usually the RGB color data in a texture TGA file (remember it's all numbers) modified by any rgbgen and alphagen. In the shader, the source is generally identified by command MAP, followed by the name of the image.
<p><b>Destination</b> is the color data currently existing in the frame buffer.
<p>Rather than think of the entire texture as a whole, it maybe easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing &hellip; one pixel of the bit map at a time.
<p>The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the <b>Destination</b>. In an unmanipulated texture (i.e. one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance.
<p>Each pass or "stage" of blending is combined (in a cumulative manner) with the color data passed onto it by the
previous stage. How that data combines together depends on the values chosen for the Source Blends and Destination Blends at each stage. Remember it's numbers that are being mathematically combined together that are ultimately interpreted as colors.
<p>A general rule is that any <b>Source Blend</b> other than <b>GL_ONE</b> (or <b>GL_SRC_ALPHA</b> where the alpha channel is entirely white) will cause the Source to become darker.
<p><div class = "subheading">6.3.3 Source Blend &lt;srcBlend&gt;</div>
The following values are valid for the Source Blend part of the equation.
<p><b>GL_ONE</b> This is the value 1. When multiplied by the <b>Source</b>, the value stays the same the value of the color information does not change.
<br><b>GL_ZERO</b> This is the value 0. When multiplied by the <b>Source</b>, all RGB data in the <b>Source</b> becomes Zero (essentially black).
<br><b>GL_DST_COLOR</b> This is the value of color data currently in the Destination (frame buffer). The value of that information depends on the information supplied by previous stages.
<br><b>GL_ONE_MINUS_DST_COLOR</b> This is nearly the same as GL_DST_COLOR except that the value for each component color
is inverted by subtracting it from one. (,i.e. R = 1.0 - DST.R, G = 1.0 - DST.G, B = 1.0 - DST.B, etc.)
<br><b>GL_SRC_ALPHA</b> The TGA file being used for the <b>Source</b> data <u>must have an alpha channel</u> in addition to its RGB channels (for a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the <b>Source</b>.
<br><b>GL_ONE_MINUS_SRC_ALPHA</b> This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one.(i.e. A=1.0 - SRC.A)
<p><div class = "subheading">6.3.4 Destination Blend &lt;dstBlend&gt;</div>
The following values are valid for the Destination Blend part of the equation.
<p><b>GL_ONE</b> This is the value 1. When multiplied by the <b>Destination</b>, the value stays the same the value of the color information does not change.
<br><b>GL_ZERO</b> This is the value 0. When multiplied by the <b>Destination</b>, all RGB data in the <b>Destination</b> becomes Zero (essentially black).
<br><b>GL_SRC_COLOR</b> This is the value of color data currently in the <b>Source</b> (which is the texture being manipulated here).
<br><b>GL_ONE_MINUS_SRC_COLOR</b> This is the value of color data currently in <b>Source</b>, but subtracted from one(i.e.
inverted).
<br><b>GL_SRC_ALPHA</b> The TGA file being used for the <b>Source</b> data <u>must have an alpha channel</u> in addition to its RGB channels (four a total of four channels). The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the <b>Source</b>.
<br><b>GL_ONE_MINUS_SRC_ALPHA</b> This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e. A=1.0 - SRC.A).
<p><strong>Doing the Math: The Final Result</strong>
<br>The product of the <b>Source</b> side of the equation is added to the product of the <b>Destination</b> side of the equation. The sum is then placed into the frame buffer to become the <b>Destination</b> information for the next stage. Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world.
<p><div class = "subheading">6.3.5 Default Blend Function</div>
<i>If no <b>blendFunc</b> is specified then no blending will take place.</i> That's just a fact of life.
<h2><a name = "depthfunc">6.4 depthFunc &lt;func&gt;</a></h2>
This controls the depth comparison function used while rendering. The default is "lequal" (Less than or equal to)
where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with
transparency or translucency. Under some circumstances you may wish to use "equal", e.g. for light-mapped grates that are alpha tested (it is also used for mirrors).
<h2><a name = "depthwrite">6.5 depthWrite</a></h2>
By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces. Blended surfaces can have the depth writes forced with this function.
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<title>Vera Visions Material Manual: Table of Contents</title>
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<h1 class = "MsoTitle">Vera Visions Material Manual</h1>
<h2>Revision #14</h2>
<p style = "font-weight: bold">modified by Marco 'eukara' Hladik
<p class = "heading">Original version by Paul Jaquays &amp; Brian Hook
<p class = "heading">(with additional material by John Carmack, Christian Antkow, Kevin Cloud, &amp; Adrian Carmack)</div>
<hr>
<h1>Table of Contents</h1>
<a href = "ch01/pg1_1.htm">1 Preface: Making Your Own Materials</a>
<br><a href = "ch01/pg1_1.htm#intro">2 Introduction</a>
<ul style = "margin-top: 0em"><a href = "ch01/pg1_1.htm#what">2.1 What is a Material?</a>
<br><a href = "ch01/pg1_1.htm#conventions">2.2 Material Name & File Conventions</a>
<br><a href = "ch01/pg1_1.htm#types">2.3 Material Types</a>
<br><a href = "ch01/pg1_1.htm#concepts">2.4 Key Concepts</a></ul>
<a href = "ch02/pg2_1.htm">3 General Material Keywords</a>
<ul style = "margin-top: 0em">
<a href = "ch02/pg2_1.htm#diffusemap">3.1 diffusemap <em>&lt;texturepath/texturename&gt;</em></a>
<br><a href = "ch02/pg2_1.htm#normalmap">3.2 normalmap <em>&lt;texturepath/texturename&gt;</em></a>
<br><a href = "ch02/pg2_1.htm#specularmap">3.3 specularmap <em>&lt;texturepath/texturename&gt;</em></a>
<br><a href = "ch02/pg2_1.htm#skyparms">3.4 skyParms <em>&lt;farbox&gt; &lt;cloudheight&gt; &lt;nearbox&gt;</em></a>
<br><a href = "ch02/pg2_1.htm#cull">3.5 cull <em>&lt;side&gt;</em></a>
<br><a href = "ch02/pg2_1.htm#fogparms">3.6 fogparms <em>&lt;red value&gt; &lt;green value&gt; &lt;bluevalue&gt; &lt;distance to Opaque&gt;</em></a>
<br><a href = "ch02/pg2_1.htm#nopicmip">3.7 nopicmip</a>
<br><a href = "ch02/pg2_1.htm#nomipmaps">3.8 nomipmaps</a>
<br><a href = "ch02/pg2_1.htm#polygon">3.9 polygonOffset <em>&lt;value&gt;</em></a>
<br><a href = "ch02/pg2_1.htm#portal">3.10 portal</a>
<br><a href = "ch02/pg2_1.htm#sort">3.11 sort <em>&lt;value&gt;</em></a></ul>
<a href = "ch03/pg3_1.htm">4 VMAP Specific Material Keywords</a>
<ul style = "margin-top: 0em"><a href = "ch03/pg3_1.htm#tessSize">4.1 vmap_tessSize <em>&lt;amount&gt;</em></a>
<br><a href = "ch03/pg3_1.htm#backshader">4.2 vmap_backshader <em>&lt;shadername&gt;</em></a>
<br><a href = "ch03/pg3_1.htm#globaltex">4.3 vmap_globaltexture</a>
<br><a href = "ch03/pg3_1.htm#mapsun">4.4 vmap_sun <em>&lt;red&gt; &lt;green&gt; &lt;blue&gt; &lt;intensity&gt; &lt;degrees&gt; &lt;elevation&gt; &lt;deviance&gt; &lt;samples&gt;</em></a>
<br><a href = "ch03/pg3_1.htm#surflight">4.5 vmap_surfaceLight <em>&lt;light value&gt;</em></a>
<br><a href = "ch03/pg3_1.htm#lightimg">4.6 vmap_lightimage <em>&lt;texturepath/texturename&gt;</em></a>
<br><a href = "ch03/pg3_1.htm#lightsub">4.7 vmap_lightsubdivide <em>&lt;value&gt;</em></a>
<br><a href = "ch03/pg3_1.htm#surfparm">4.8 surfaceparm <em>&lt;parm&gt;</em></a>
</ul>
<a href = "ch04/pg4_1.htm">5 Editor specific shader instructions</a>
<ul style = "margin-top: 0em"><a href = "ch04/pg4_1.htm#edimg">5.1 qer_editorimage <em>&lt;texturepath/texturename&gt;</em></a>
<br><a href = "ch04/pg4_1.htm#nocarve">5.2 qer_nocarve</a>
<br><a href = "ch04/pg4_1.htm#trans">5.3 qer_trans <em>&lt;value&gt;</em></a>
</ul>
<a href = "ch05/pg5_1.htm">6 Stage Specific Keywords</a>
<ul style = "margin-top: 0em"><a href = "ch05/pg5_1.htm#shader">6.1 Shader specification</a>
<br><a href = "ch05/pg5_1.htm#texmap">6.2 Texture map specification</a>
<br><a href = "ch05/pg5_1.htm#blend">6.3 Blend functions</a>
<br><a href = "ch05/pg5_1.htm#depthfunc">6.4 depthFunc <em>&lt;func&gt;</em></a>
<br><a href = "ch05/pg5_1.htm#depthwrite">6.5 depthWrite</a>
</ul>
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