56 lines
2.8 KiB
HTML
56 lines
2.8 KiB
HTML
<html>
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<title>Vera Visions Material Manual: Editor Specific Material Instructions</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/design.css">
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<body>
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<h1 class = "MsoTitle">Vera Visions Material Manual</h1>
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<hr>
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<h1>5 Editor specific material instructions</h1>
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These instructions only affect the texture when it is seen in the level editor. They should be grouped with the surface
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parameters but ahead of them in sequence.
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<h2><a name = "edimg">5.1 qer_editorimage <texture path/texturename></a></h2>
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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).
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<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.
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<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>
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<p><pre class = "type">
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// Vera Visions Material
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{
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qer_editorimagetextures/eerie/lavahell.tga // based on this
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qer_nocarve // cannot be cut by CSG subtract
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surfaceparm noimpact // projectiles do not hit it
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surfaceparm lava // has the game properties of lava
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surfaceparm nolightmap // environment lighting does not affect
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vmap_surfacelight 3000 // light is emitted
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vmap_tessSize 256 // relatively large triangles
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cull disable // no sides are removed
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deformVertexes wave 100 sin 5 5 .5 0.02
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fogparms 0.8519142 0.309723 0.0 128 128
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{
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program unlit
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map textures/eerie/lavahell.tga // base texture artwork
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blendFunc GL_ONE GL_ONE // blend additively over everything else
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}
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}
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</pre>
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<h2><a name = "nocarve">5.2 qer_nocarve</a></h2>
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A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures.
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<h2><a name = "trans">5.3 qer_trans <value></a></h2>
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This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game
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rendering a tall). It can have a positive value between 0 and 1. The higher the value, the less transparent the texture.
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Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.
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