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{{DISPLAYTITLE:Hammer}}
==$additive==
{{src topicon}}
{{this is a|shader parameter|name=$additive}}
{{LanguageBar}}
It specifies that the material should be rendered additively; that is, its colour values will be added to underlying pixels. This means, among other things, that the material will always brighten the world behind it. This is useful for effects like volumetric dust, light sprites, etc.
[[File:Hammer splash.png|thumb|right|Hammer 4.x splash screen.]]
[[File:Hammer screen.jpg|thumb|right|Main view of Hammer 4.1.]]
'''Hammer 4.x''' is [[Valve]]'s in-house level editor for {{src|1}} titles, included in the [[Source SDK]]. It is a further evolution of [[Valve Hammer Editor|Hammer 3.x]]. Many of its core concepts, features, and UI elements still match those of 3.x, as does the underlying mapping theory: building [[Leak|sealed]] levels with [[Brush|brushes]] and compiling them into [[BSP]] maps.  


While in many ways improved, its core is still tied to ancient software architecture, and, being a product of its time, it often stuggles under the load of designing modern-looking levels.  
The amount of brightening depends on the brightness of the texture. A fully black texture will become invisible, which can be a useful exploit (see below).


Despite that, {{hl2|1.bold}} and every other Source title was built with it. Its relative ease of entry and gradual learning curve attract modders to this day.
This does work together with $color and $color2, allowing to control the strength of the additive blending, and change it with Proxies.
{{ModernImportant|There are several community-made updates to Hammer (unfortunately, none are open-source, as the source code for Hammer has never been officially released, only either leaked, or available to licensees who kept it closed).<br>They are not essential for creating Source levels, but include bugfixes, QoL and extended features. '''They are [[User:Cvoxalury/Sandbox#Community fixes|listed further below]]'''.}}


== Installing and launching ==
$additive is supported by almost every shader (todo - double check which do and don't work with it, like water or refract), and does not require the texture to have an alpha channel. It also doesn't share the numerous caveats of $translucent and $alphatest, such as being mutually exclusive with $selfillum, or other shader parameters that make use of the alpha channel, for that matter. (todo - double check which do and don't work with it, like bumpmap)
Older versions of Hammer are shipped in their respective [[Source SDK]] packages, and are intended to be launched via the Source SDK Launcher.


Since the [[Steampipe]] update, Hammer is installed automatically with the games, and is available in the {{path|<nowiki>/bin/</nowiki>}} folder of a particular game ({{path|<nowiki>Half-Life 2/bin</nowiki>}}, {{path|<nowiki>Portal/bin</nowiki>}}, etc). However, in some cases, such as with {{p2|1.bold}} and {{l4d|1.bold}}, their '''Authoring Tools''' need to be installed and launched to access '''Hammer'''.
===Special uses===
Because $additive works by adding colour values, pixels that have 0 colour (that is, RGB 0 0 0 - black) become invisible with it. However, this does not necessarily prevent other shader paramters from working, such as $detail, $selfillum, $emissiveblend, $envmap. This trick can be quite useful for creating overlaying effects, very clear but reflective glass, or even making translucent and/or glowing cables. In a way, this also allows for having a kind of masked application.


Some of these sub-versions are interchangeable, such as between HL2, [[Episode 1|both]] of its [[Episode 2|Episodes]], Portal, {{css|1.bold}} and {{src13|1.bold}}. Others, such as Portal 2's and {{csgo|1.bold}}, have certain exclusive features ({{w|icon=0|Maya}} integration for P2, [[Sprinkle]] Tool for CS:GO) and may not be fully compatible with other titles.
== Document the 'tile' type of [[func_breakable_surf]] ==
Document its hardcoded pre-requesites and differences. Won't do much good until a leak-free pack of tile crack textures is made


For further information on setting up Hammer for Source, see [[Your First Map]], [[Getting Started]] and its following articles.
draft:


See also [[:Category:Hammer]] for more links to Hammer documentation.
{{quote|
So it relies on a bunch of things
;1) the vmt of the undamaged tile, which, is simply enough, the green tiles here. LightmappedGeneric
;2) the vmt of the damaged tile, which is a ShatteredGlass, with a proxy and $detail, same exact deal as the glass material, just tile instead. This vmt is referenced in 1) as $crackmaterial
;3) a bunch of hardcoded mats:


== Features overview ==
{{code|"models/brokentile/tilebroken_03a";}}
{{stub}}
Compared to Hammer 3.x, the most notable new features include [[Displacements]], [[I/O]] system, and using Source's own materialsystem for rendering textures and models. Later versions expanded on the user interface, adding the particle browser (since ASW), improved Model Browser, [[Instance|instances]] and other extra tools.


{{seealso|
{{code|"models/brokentile/tilebroken_03b";}}


== Community fixes ==
{{code|"models/brokentile/tilebroken_03c";}}
* {{slamminsrc|1.bold}} addresses performance and bug issues, adds convenience options and features, and comes with extended compilers: '''[[Slammin' Source Map Tools|Slammin' Compile Tools]]''';
* {{hammer++|1.bold}} further updates Hammer with additional tools and modernised workflow, realtime in-editor lighting preview, in-editor physics and more. It is based on the no longer available [https://web.archive.org/web/20201006134116/https://github.com/Gocnak/sdk-2013-hammer "SDK 2013 Hammer"] project, which closed off access after its developers started working with an engine license;
* {{TeamSpen's Hammer Addons|1.bold}} is a set of [[FGD]] enhancements for working with Hammer, which don't directly modify the editor.


== Developer resources ==
{{code|"models/brokentile/tilebroken_03d";}}
* [[Level Design Video Tutorials]] - a large collection of videos on mapping techniques and tricks across multiple Source titles.
* [[Mapping Sites]] and [[General Sites]] - listing of forums and resources in various languages.
* [[Map Archive Sites]] - for downloading existing maps (primarily for '''Half-Life 2''').
* See [[:Category:Level Design]] for all documentation on the subject.


== Common issues ==
{{seealso|[[Compile Errors]]}}
=== No grid (black viewports) ===
First, check that the grid is on. The hotkey {{Key|Shift|R}} controls, so give it a try.


If that didn't help, check the formatting of your mod's {{path|gameinfo|txt}}.
{{code|"models/brokentile/tilebroken_02a";}}


It needs to include a key called {{code|SteamAppId}}, and the number after it needs to match the [[Steam Application ID]] of the base game you will be using to launch your mod.
{{code|"models/brokentile/tilebroken_02b";}}


This issue may also be caused by using a different Hammer version than the one intended for the game. To stay on the safe side, be sure to be launching {{path|hammer|exe}} from the {{path|<nowiki>/bin/</nowiki>}} folder of the base game of your mod, or using Authoring Tools to launch it, if you're modding '''Portal 2''', '''Left 4 Dead''' or '''Left 4 Dead 2''' or '''Counter-Strike: Global Offensive'''.
{{code|"models/brokentile/tilebroken_02c";}}


=== Poor performance ===
{{code|"models/brokentile/tilebroken_02d";}}
The fault is inherent to Hammer's 32-bit and single-thread architecture. It will struggle to display too many detailed objects and draw levels across vast distances; this is even apparent with '''Half-Life 2''''s own stock levels. To make matters worse, having a large number of visible objects - ''regardless'' of what they are or how low-poly they are - will degrade both performance and input times, and make everything like selecting, editing settings, or moving objects take longer.


To fix it, keep the Model and Detail render distance in the 3D View tab of the Settings, on the lower side.


Make sure you didn't accidentally turn on '''Radius Culling''' by pressing {{Key|C}}. This easy to press hotkey can cause huge performance loss and, to add insult to injury, make your level ''not compile'' until it is turned off.
{{code|"models/brokentile/tilebroken_01a";}}


The '''Radius Culling''' status is indicated by a circled red "R" on the [[Hammer Map Operations Toolbar|Map Operations]] toolbar. '''Make sure it is de-pressed''', unless you actually intend to use it.
{{code|"models/brokentile/tilebroken_01b);}}
{{Note|Depending on the Hammer version, the button and the feature itself may not be present altogether. Older - pre-[[Steampipe]] - Hammer didn't have it, while '''Slammin' Hammer''' and '''Hammer++''' keep it off by default and remove the hotkey.}}


== Version history ==
{{code|"models/brokentile/tilebroken_01c";}}
{| class="standard-table mw-collapsible mw-collapsed"
 
|- style="position:sticky; top:0; z-index:10"
{{code|"models/brokentile/tilebroken_01d";}}
! style="background:#666666; text-align:center; width:5em" | Version
 
! style="background:#666666; text-align:center; width:15em" | Game/Branch
These had to be copied from the 2003 leak. But they're simple small cracked tiles to form the edges; the BrokenGlass folder can be used as reference in making substitutions for them.
! style="background:#666666; text-align:center; width:10em" | Release date
 
! style="background:#666666; text-align:center" | Features
The 3) is the biggest obstacle but other than it, it doesn't need much.
 
It can even very feasibly be un-hardcoded in a mod and turned into a setting of the entity.}}
 
== Sky Lists ==
 
Rework of the sky list template so it's more compact and easier to read.
{{Todo|All the pics in the lists currently are heavy pngs (20kb jpegs were replaced by 100+kb pngs), they have to be replaced by optimised thumbnails.}}
 
=== HL2 ===
{| class=standard-table style="text-align:center"
! width=512|Preview
! width=70|Name
! width=120|Maps
! width=50 |Angles
! width=50|Pitch
! width=120|Brightness
! width=120|Ambience
! width=100|HDR Brightness (Scale)
! width=100|HDR Ambience (Scale)
! width=80|Sun Spread Angle
|-
| height=128 | [[Image:Sky_day01_01.png|512px]] <!--
-->|| '''sky_day01_01''' <!--
-->|| background01<br>d1_trainstation_01 to d1_trainstation_06 <!--
-->|| 0 165 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(237,218,143); color:black" | '''{{vec4|237|218|143|800}}''' <!--
-->|| style="background: rgb(190,201,220); color:black" | '''{{vec4|190|201|220|100}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 | [[Image:Sky_day01_04.png|512px]] <!--
-->|| '''sky_day01_04''' <!--
-->|| d1_canals_01<br>d1_canals_01a<br>d1_canals_02 <!--
-->|| 0 165 0 <!--
-->|| -55 <!--
-->|| style="background: rgb(248,234,205); color:black" | '''{{vec4|248|234|205|1000}}''' <!--
-->|| style="background: rgb(194,236,252); color:black" | '''{{vec4|194|236|252|175}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 rowspan=4 | [[Image:Sky_day01_05.png|512px]] <!--
-->|| rowspan=4 | '''sky_day01_05''' <!--
-->|| d1_canals_03 <!--
-->|| 0 165 0 <!--
-->|| -83 <!--
-->|| style="background: rgb(243,224,158); color:black" | '''{{vec4|243|224|158|1200}}''' <!--
-->|| style="background: rgb(194,236,252); color:black" | '''{{vec4|194|236|252|225}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| d1_canals_05 <!--
-->|| 0 104 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(248,233,186); color:black" | '''{{vec4|248|233|186|800}}''' <!--
-->|| style="background: rgb(140,167,174); color:black" | '''{{vec4|140|167|174|150}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| background02<br>d1_canals_06<br>d1_canals_07 <!--
-->|| 0 104 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(248,233,186); color:black" | '''{{vec4|248|233|186|860}}''' <!--
-->|| style="background: rgb(140,167,174); color:black" | '''{{vec4|140|167|174|150}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| d1_canals_08 <!--
-->|| 0 104 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(243,219,143); color:black" | '''{{vec4|243|219|143|860}}''' <!--
-->|| style="background: rgb(140,167,174); color:black" | '''{{vec4|140|167|174|150}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 | [[Image:Sky_day01_06.png|512px]] <!--
-->|| '''sky_day01_06''' <!--
-->|| d1_canals_09 to d1_canals_11 <!--
-->|| 0 148 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(240,187,117); color:black" | '''{{vec4|240|187|117|1000}}''' <!--
-->|| style="background: rgb(135,172,180); color:black" | '''{{vec4|135|172|180|150}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 | [[Image:Sky_day01_07.png|512px]] <!--
-->|| '''sky_day01_07''' <!--
-->|| d1_canals_12 <!--
-->|| 0 108 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(235,166,71); color:black" | '''{{vec4|235|166|71|1000}}''' <!--
-->|| style="background: rgb(135,172,180); color:black" | '''{{vec4|135|172|180|150}}''' <!--
-->|| -1 -1 -1 -1 (.5) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|height=128 | [[Image:Sky_day01_08.png|512px]] <!--
-->|| '''sky_day01_08''' <!--
-->|| d1_canals_13<br>d1_eli_01 <!--
-->|| 0 108 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(235,155,71); color:black" | '''{{vec4|235|155|71|1000}}''' <!--
-->|| style="background: rgb(105,142,165); color:black" | '''{{vec4|105|142|165|120}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 rowspan=2 | [[Image:Sky_day01_09.png|512px]] <!--
-->|| rowspan=2 | '''sky_day01_09''' <!--
-->|| d1_eli_02 <!--
-->|| 0 12 0 <!--
-->|| -45 <!--
-->|| style="background: rgb(175,230,239); color:black" | '''{{vec4|175|230|239|65}}''' <!--
-->|| style="background: rgb(83,104,130); color:white" | '''{{vec4|83|104|130|50}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| d1_eli_02<br>d1_town_01 to d1_town_03 <!--
-->|| 0 12 0 <!--
-->|| -45 <!--
-->|| style="background: rgb(175,230,239); color:black" | '''{{vec4|175|230|239|50}}''' <!--
-->|| style="background: rgb(43,45,57); color:white" | '''{{vec4|43|45|57|5}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|- <!-- headers are repeated for each day so the reader doesn't have to scroll all the way back to remind what each column is -->
| style="background:#949494; color:black" | '''Preview''' <!--
-->||style="background:#949494; color:black" | '''Name''' <!--
-->||style="background:#949494; color:black" | '''Maps''' <!--
-->||style="background:#949494; color:black" | '''Angles''' <!--
-->||style="background:#949494; color:black" | '''Pitch''' <!--
-->||style="background:#949494; color:black" | '''Brightness''' <!--
-->||style="background:#949494; color:black" | '''Ambience''' <!--
-->||style="background:#949494; color:black" | '''HDR Brightness (Scale)''' <!--
-->||style="background:#949494; color:black" | '''HDR Ambience (Scale)''' <!--
-->||style="background:#949494; color:black" | '''Sun Spread Angle'''
|-
| height=128 | [[Image:Sky_day02_01.png|512px]] <!--
-->|| | '''sky_day02_01''' <!--
-->|| | d1_town_05  <!--
-->|| | 0 225 0 <!--
-->|| | -25 <!--
-->|| style="background: rgb(254,242,160); color:black" | '''{{vec4|254|242|160|400}}''' <!--
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|80}}''' <!--
-->|| | -1 -1 -1 -1 (.7) <!--
-->|| | -1 -1 -1 -1 (1) <!--
-->|| | 0
|-
| height=128 | [[Image:Sky_day02_02.png|512px]] <!--
-->|| '''sky_day02_02''' <!--
-->|| d2_coast_01  <!--
-->|| 0 225 0 <!--
-->|| -20 <!--
-->|| style="background: rgb(255,244,213); color:black" | '''{{vec4|255|244|213|700}}''' <!--
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|50}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 rowspan=2 | [[Image:Sky_day02_03.png|512px]] <!--
-->|| rowspan=2 | '''sky_day02_03''' <!--
-->|| d2_coast_03 <!--
-->|| 0 280 0 <!--
-->|| -45 <!--
-->|| style="background: rgb(243,238,224); color:black" | '''{{vec4|243|238|224|500}}''' <!--
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|100}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| d2_coast_04 <!--
-->|| 0 290 0 <!--
-->|| -45 <!--
-->|| style="background: rgb(243,238,224); color:black" | '''{{vec4|243|238|224|500}}''' <!--
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|50}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 | [[Image:Sky_day02_04.png|512px]] <!--
-->|| '''sky_day02_04''' <!--
-->|| d2_coast_05 <!--
-->|| 0 240 0 <!--
-->|| -45 <!--
-->|| style="background: rgb(243,238,224); color:black" | '''{{vec4|243|238|224|400}}''' <!--
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|50}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 | [[Image:Sky_day02_05.png|512px]] <!--
-->|| '''sky_day02_05''' <!--
-->|| background04<br>d2_coast_08 <!--
-->|| 0 135 0 <!--
-->|| -30 <!--
-->|| style="background: rgb(255,255,249); color:black" | '''{{vec4|255|255|249|448}}''' <!--
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|100}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 | [[Image:Sky_day02_06.png|512px]] <!--
-->|| '''sky_day02_06''' <!--
-->|| d2_coast_09 <!--
-->|| 0 270 0 <!--
-->|| -20 <!--
-->|| style="background: rgb(255,252,230); color:black" | '''{{vec4|255|252|230|475}}''' <!--
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|120}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 rowspan=2 | [[Image:Sky_day02_07.png|512px]] <!--
-->|| rowspan=2 | '''sky_day02_07''' <!--
-->|| d2_coast_10 <!--
-->|| 0 225 0 <!--
-->|| -15 <!--
-->|| style="background: rgb(255,252,230); color:black" | '''{{vec4|255|252|230|500}}''' <!--
-->|| style="background: rgb(183,204,210); color:black" | '''{{vec4|183|204|210|140}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| d2_coast_11 <!--
-->|| 0 230 0 <!--
-->|| -15 <!--
-->|| style="background: rgb(255,252,230); color:black" | '''{{vec4|255|252|230|400}}''' <!--
-->|| style="background: rgb(175,199,205); color:black" | '''{{vec4|175|199|205|150}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
| height=128 rowspan=5 | [[Image:Sky_day02_09.png|512px]] <!--
-->|| rowspan=5 | '''sky_day02_09''' <!--
-->|| d2_coast_12 <!--
-->|| 0 200 0 <!--
-->|| -5 <!--
-->|| style="background: rgb(237,232,209); color:black" | '''{{vec4|237|232|209|70}}''' <!--
-->|| style="background: rgb(122,140,169); color:black" | '''{{vec4|122|140|169|60}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1.3) <!--
-->|| 0
|-
|  d2_prison_01 <!--
-->|| 0 200 0 <!--
-->|| -5 <!--
-->|| style="background: rgb(217,226,234); color:black" | '''{{vec4|217|226|234|0}}''' <!--
-->|| style="background: rgb(122,140,169); color:black" | '''{{vec4|122|140|169|20}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| 0
|-
| d2_prison_02 <!--
-->|| 0 200 0 <!--
-->|| -5 <!--
-->|| style="background: rgb(221,232,240); color:black" | '''{{vec4|221|232|240|20}}''' <!--
-->|| style="background: rgb(103,143,184); color:black" | '''{{vec4|103|143|184|125}}''' <!--
-->|| -1 -1 -1 -1 (.5) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
| 4.0
| d2_prison_03 <!--
| All {{src04|1.bold}} games
-->|| 0 200 0 <!--
| November 05, 2004
-->|| -5 <!--
| Initial release of Hammer in the Source SDK.
-->|| style="background: rgb(221,232,240); color:black" | '''{{vec4|221|232|240|20}}''' <!--
 
-->|| style="background: rgb(103,143,184); color:black" | '''{{vec4|103|143|184|125}}''' <!--
'''Updates:'''
-->|| -1 -1 -1 -1 (.7) <!--
* '''Source Engine materials system'''. Materials created with the Source Engine's advanced shader-based texturing system are properly rendered inside the Hammer Editor.
-->|| -1 -1 -1 -1 (1) <!--
* '''Displacement surfaces'''. A new class of mesh geometry that can be sculpted into different shapes and connected to one another to create terrain and other complex surfaces.
-->|| 0
* '''Input and Outputs entity system'''. Entities use a new method to trigger and connect to one another, offering a higher level of flexibility and control than ever before.
* '''Hierarchical VisGroups'''. Objects can now be in multiple VisGroups, and Visgroups can be organized in a hierarchical manner for easier selection and organization.
* '''Entity Helpers'''. New user interface controls that make editing parameters on entities such as spotlights and doors easier and clearer.
* '''Per-face Lightmap controls'''. Lightmap density can be controlled on a per-face basis for more control over the balance of visual quality and rendering performance.
* '''Sound Browser'''. Built-in browser to hear a preview of sounds available to level designers.
* '''Non-modal Entity Report and Check for Problems dialogs'''. Dialogs are now non-modal, allowing for changes in the level and camera controls while using the information in the dialog boxes.
* '''Smoothing Groups'''. Per-face control of lighting-based smoothing.
* '''Find and Replace'''. Functions to both search and replace for text in any entity name, parameter, input, or output.
* '''Selection Mode toolbar'''. A new toolbar to control the impact of groups and entities upon the selection tools.
* '''Overlays'''. A new type of texture entity, similar to decals, but with far greater control over how it is applied to surfaces.
|-
|-
|4.1
| d2_prison_04 to d2_prison_08 <!--
| {{hl2lc|1.bold}}, All {{src06|1.bold}} games and newer<!-- HDR was first introduced in HL2 Lost Coast, which was probably run on special build of Source 2004 or a beta 2006 build when it came out in 2005.-->
-->|| 0 200 0 <!--
|November 22, 2005
-->|| -5 <!--
|
-->|| style="background: rgb(221,232,240); color:black" | '''{{vec4|221|232|240|20}}''' <!--
'''Updates:'''
-->|| style="background: rgb(103,143,184); color:black" | '''{{vec4|103|143|184|125}}''' <!--
* '''HDR tools support'''. High Dynamic Range levels can be compiled and run from Hammer.
-->|| -1 -1 -1 -1 (.7) <!--
* '''VGUI Model Browser'''. All new model browser with a full tree control and real-time 3D previewing of model geometry, rendered with the Source material system.
-->|| -1 -1 -1 -1 (.7) <!--
* '''Enhanced 2D and 3D Views'''. 2D and 3D views are now rendered with a unified Source materials system, allowing for real-time feedback of transformations in all viewports simultaneously, and much faster rendering of the viewports.
-->|| 0
* '''2D model and displacement Rendering'''. Prop models and displacement geometry rendering in 2D viewports.
* '''Enhanced Auto Visgroups'''. A larger number of Visgroup categories, as well as an improved interface makes Visgroups more powerful.
* '''Autosave feature'''. Creates automatic, numbered backups of maps, with options for when and where backups are created.
* '''Paste Special enhancements'''. Provides options for renaming objects when pasted to avoid name collisions with automatic entity I/O fixup.
|-
|-
|4.1
| height=128 | [[Image:Sky_day02_10.png|512px]] <!--
| {{src07|1.bold}}
-->|| '''sky_day02_10''' <!--
| October 10, 2007
-->|| d2_coast_07 <!--
|
-->|| 0 135 0 <!--
'''Updates:'''
-->|| -30 <!--
* '''Inspecting Leaves in Hammer'''. You can now see [[visleaves]] using the Load Portal File option in Hammer, instead of using the {{code|glview}} application.
-->|| style="background: rgb(255,255,249); color:black" | '''{{vec4|255|255|249|448}}''' <!--
{{Todo|Add more updates and changes in Source 2007 Hammer.}}
-->|| style="background: rgb(172,196,204); color:black" | '''{{vec4|172|196|204|100}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|- <!-- headers are repeated for each day so the reader doesn't have to scroll all the way back to remind what each column is -->
| style="background:#949494; color:black" | '''Preview''' <!--
-->||style="background:#949494; color:black" | '''Name''' <!--
-->||style="background:#949494; color:black" | '''Maps''' <!--
-->||style="background:#949494; color:black" | '''Angles''' <!--
-->||style="background:#949494; color:black" | '''Pitch''' <!--
-->||style="background:#949494; color:black" | '''Brightness''' <!--
-->||style="background:#949494; color:black" | '''Ambience''' <!--
-->||style="background:#949494; color:black" | '''HDR Brightness (Scale)''' <!--
-->||style="background:#949494; color:black" | '''HDR Ambience (Scale)''' <!--
-->||style="background:#949494; color:black" | '''Sun Spread Angle'''
|-
|-
|4.1 (unknown build)
| height=128 rowspan=3 | [[Image:Sky_day03_01.png|512px]] <!--
| {{l4d|1.bold}}
-->|| rowspan=3 | '''sky_day03_01''' <!--
| June 25, 2009
-->|| d3_c17_01 <!--
| Initial release of {{l4dtools|1.bold}}'s Hammer.
-->|| 0 165 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(237,218,143); color:black" | '''{{vec4|237|218|143|800}}''' <!--
-->|| style="background: rgb(190,201,220); color:black" | '''{{vec4|190|201|220|100}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown build)
|| d3_c17_02 <!--
| {{l4d2|1.bold}}
-->|| 0 126 0 <!--
| Between November 17, 2009 and December 26, 2009
-->|| -25 <!--
| Initial release of {{l4d2tools|1.bold}}'s Hammer.<br>{{Question|When L4D2 tools was actually released?}}
-->|| style="background: rgb(245,200,150); color:black" | '''{{vec4|245|200|150|1000}}''' <!--
-->|| style="background: rgb(148,173,205); color:black" | '''{{vec4|148|173|205|60}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown launch build)<!-- Only fill the build from the very first version of SDK. -->
|| d3_c17_03 <!--
| {{as|1.bold}}
-->|| 0 150 0 <!--
|July 19, 2010
-->|| -30 <!--
| [[Valve Map Format]] (.vmf) that are created using this version are incompatible<br> with previous version of Hammer without some modification and workarounds (such as using '''Left 4 Dead Authoring Tools'''/'''[[L4D2 Authoring Tools|Left 4 Dead 2 Authoring Tools]]''' or editing VMF files).
-->|| style="background: rgb(236,218,145); color:black" | '''{{vec4|236|218|145|600}}''' <!--
'''Updates:'''
-->|| style="background: rgb(160,184,211); color:black" | '''{{vec4|160|184|211|150}}''' <!--
* Added a way to export the selected brushes to Maya.
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown build)
| height=128 rowspan=2 | [[Image:Sky_day03_02.png|512px]] <!--
| {{p2|1.bold}}
-->|| rowspan=2 | '''sky_day03_02''' <!--
|May 6, 2011
-->|| d3_c17_04 <!--
| Initial release of {{p2tools|1.bold}}'s Hammer.{{confirm}}
-->|| 0 140 0 <!--
-->|| -35 <!--
-->|| style="background: rgb(236,218,145); color:black" | '''{{vec4|236|218|145|650}}''' <!--
-->|| style="background: rgb(160,184,211); color:black" | '''{{vec4|160|184|211|150}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown build)
|| d3_c17_05 <!--
| '''Portal 2'''
-->||  0 120 0 <!--
|May 12, 2011
-->|| -35 <!--
|  
-->|| style="background: rgb(236,218,145); color:black" | '''{{vec4|236|218|145|650}}''' <!--
'''Fixes:'''
-->|| style="background: rgb(160,184,211); color:black" | '''{{vec4|160|184|211|150}}''' <!--
* Fixed certain keystrokes being ignored by Hammer when browsing models
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown build)
| height=128 rowspan=2 | [[Image:Sky_day03_03.png|512px]] <!--
| '''Portal 2'''
-->|| rowspan=2 | '''sky_day03_03''' <!--
|May 17, 2011
-->|| d3_c17_06a <!--
|  
-->|| 0 120 0 <!--
'''Fixes:'''
-->|| -40 <!--
* Fixed crash that could occur when malformed brushes were saved in a map and then re-opened in Hammer.
-->|| style="background: rgb(236,218,145); color:black" | '''{{vec4|236|218|145|700}}''' <!--
* Hammer will now properly save maps after detecting and fixing malformed brushes. Fixes “Permission Denied” error some users were experiencing.
-->|| style="background: rgb(160,184,211); color:black" | '''{{vec4|160|184|211|150}}''' <!--
* Removed “Lighting Preview” option as this is not currently supported.
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown build)
|| d3_c17_06b<br>d3_c17_07 <!--
| '''Portal 2'''
-->|| 0 115 0 <!--
|May 20, 2011
-->|| -35 <!--
|  
-->|| style="background: rgb(236,218,145); color:black" | '''{{vec4|236|218|145|700}}''' <!--
'''Fixes:'''
-->|| style="background: rgb(160,184,211); color:black" | '''{{vec4|160|184|211|150}}''' <!--
* Fixed Hammer becoming unresponsive after launching map
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown build)
| height=128 rowspan=3 | [[Image:Sky_day03_04.png|512px]] <!--
| '''Portal 2'''
-->|| rowspan=3 | '''sky_day03_04''' <!--
|May 26, 2011 to May 21, 2012
-->|| d3_c17_08 <!--
| Unknown
-->|| 0 53 0 <!--
-->|| -60 <!--
-->|| style="background: rgb(239,207,141); color:black" | '''{{vec4|239|207|141|350}}''' <!--
-->|| style="background: rgb(75,96,116); color:white" | '''{{vec4|75|96|116|300}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (BETA, unknown build)
|| d3_c17_09 <!--
| {{csgo|1.bold}}
-->|| 0 50 0 <!--
|May 5, 2012 (or earlier){{confirm}}
-->|| -35 <!--
| Initial release of {{csgotools|1.bold}}'s Hammer.
-->|| style="background: rgb(237,218,143); color:black" | '''{{vec4|237|218|143|650}}''' <!--
-->|| style="background: rgb(190,201,220); color:black" | '''{{vec4|190|201|220|100}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (unknown launch build)
|| d3_c17_10a<br>d3_c17_10b <!--
| {{csgo|bold}}
-->||  0 50 0 <!--
|August 21, 2012
-->|| -20 <!--
| Launch version of {{csgotools|1.bold}}'s Hammer.
-->|| style="background: rgb(238,207,142); color:black" | '''{{vec4|238|207|142|600}}''' <!--
-->|| style="background: rgb(190,201,220); color:black" | '''{{vec4|190|201|220|100}}''' <!--
-->||  -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (build 8678)
| height=128 rowspan=5 | [[Image:Sky_day03_05.png|512px]] <!--
| '''Alien Swarm'''
-->|| rowspan=5 | '''sky_day03_05''' <!--
|September 24, 2020
-->|| background06 <!--
| Latest version for '''Alien Swarm'''.
-->|| 0 82 0 <!--
-->|| -12 <!--
-->|| style="background: rgb(238,200,128); color:black" | '''{{vec4|238|200|128|450}}''' <!--
-->|| style="background: rgb(75,96,116); color:white" | '''{{vec4|75|96|116|250}}''' <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (build 9008)
|| d3_c17_11 <!--
| {{src13|1.bold}}
-->|| 0 82 0 <!--
| July 2, 2021
-->|| -12 <!--
| Latest version for {{dods|1.bold}}, {{hl2dm|1.bold}} and {{src13mp|1.bold|nt=0}}
-->|| style="background: rgb(238,200,128); color:black" | '''{{vec4|238|200|128|450}}''' <!--
-->|| style="background: rgb(75,96,116); color:white" | '''{{vec4|75|96|116|150}}''' <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| -1 -1 -1 -1 (1.3) <!--
-->|| 0
|-
|-
|4.1 (build 9092)
|| d3_c17_12 <!--
| {{tf2|1.bold}}
-->|| 0 82 0 <!--
| September 16, 2021
-->|| -8 <!--
| Unknown
-->|| style="background: rgb(238,200,128); color:black" | '''{{vec4|238|200|128|450}}''' <!--
-->|| style="background: rgb(75,96,116); color:white" | '''{{vec4|75|96|116|150}}''' <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| -1 -1 -1 -1 (1.3) <!--
-->|| 0
|-
|-
|4.1 (build 9109)
|| d3_c17_12b <!--
| '''Team Fortress 2'''
-->|| 0 40 0 <!--
| October 5, 2021
-->|| -8 <!--
| Unknown
-->|| style="background: rgb(239,207,141); color:black" | '''{{vec4|239|207|141|350}}''' <!--
-->|| style="background: rgb(75,96,116); color:white" | '''{{vec4|75|96|116|300}}''' <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| -1 -1 -1 -1 (1.3) <!--
-->|| 0
|-
|-
|4.1 (build 9464)
|| d3_c17_13<br>d3_citadel_01 <!--
| '''Team Fortress 2'''
-->|| 0 82 0 <!--
| September 26, 2022
-->|| -12 <!--
| Unknown
-->|| style="background: rgb(238,200,128); color:black" | '''{{vec4|238|200|128|450}}''' <!--
-->|| style="background: rgb(75,96,116); color:white" | '''{{vec4|75|96|116|250}}''' <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| -1 -1 -1 -1 (1.3) <!--
-->|| 0
|-
|-
|4.1 (build 9520)
| height=128 | [[Image:Sky_day03_06.png|512px]] <!--
| {{hl2|1.bold}}
-->|| '''sky_day03_06''' <!--
| November 17, 2023
-->|| d3_citadel_05<br>d3_breen_01 <!--
| Latest version for {{src13|1.bold}} {{hl2|only}}.
-->|| 0 280 0 <!--
-->|| -21 <!--
-->|| style="background: rgb(221,112,13); color:black" | '''{{vec4|221|112|13|300}}''' <!--
-->|| style="background: rgb(255,255,255); color:black" | '''{{vec4|255|255|255|20}}''' <!--
-->|| -1 -1 -1 -1 (.7) <!--
-->|| -1 -1 -1 -1 (1) <!--
-->|| 0
|-
|-
|4.1 (build 9540)
| height=128 | [[Image:Sky_day03_06b.png|512px]] <!--
| '''Team Fortress 2'''
-->|| '''sky_day03_06b''' <!--
| December 8, 2022
-->|| colspan=8 | N/A
| Unknown
|-
|-
|4.1 (build 10038)
| height=128 | [[Image:Sky_wasteland02.png|512px]] <!--
| '''Team Fortress 2'''
-->|| '''sky_wasteland02''' <!--
| April 18, 2024
-->|| colspan=8 | N/A
| Added a dedicated 64 bit version.
|-
|-
|4.1 (build 10042)
| height=128 | [[Image:Sky_borealis01.png|512px]] <!--
| '''Team Fortress 2'''
-->|| '''sky_borealis01''' <!--
| April 22, 2024
-->|| N/A <!--
| Latest version for {{tf2|4}}.
-->|| 0 185 0 <!--
-->|| -2 <!--
-->|| style="background: rgb(245,255,168); color:black" | '''{{vec4|245|255|168|40}}''' <!--
-->|| style="background: rgb(120,226,255); color:black" | '''{{vec4|120|226|255|10}}''' <!--
-->|| colspan=3 | N/A
|}
|}


== External links ==
 
----

Latest revision as of 15:47, 14 January 2025

$additive

$additive is a material shader parameter available in all Source Source games. It specifies that the material should be rendered additively; that is, its colour values will be added to underlying pixels. This means, among other things, that the material will always brighten the world behind it. This is useful for effects like volumetric dust, light sprites, etc.

The amount of brightening depends on the brightness of the texture. A fully black texture will become invisible, which can be a useful exploit (see below).

This does work together with $color and $color2, allowing to control the strength of the additive blending, and change it with Proxies.

$additive is supported by almost every shader (todo - double check which do and don't work with it, like water or refract), and does not require the texture to have an alpha channel. It also doesn't share the numerous caveats of $translucent and $alphatest, such as being mutually exclusive with $selfillum, or other shader parameters that make use of the alpha channel, for that matter. (todo - double check which do and don't work with it, like bumpmap)

Special uses

Because $additive works by adding colour values, pixels that have 0 colour (that is, RGB 0 0 0 - black) become invisible with it. However, this does not necessarily prevent other shader paramters from working, such as $detail, $selfillum, $emissiveblend, $envmap. This trick can be quite useful for creating overlaying effects, very clear but reflective glass, or even making translucent and/or glowing cables. In a way, this also allows for having a kind of masked application.

Document the 'tile' type of func_breakable_surf

Document its hardcoded pre-requesites and differences. Won't do much good until a leak-free pack of tile crack textures is made

draft:

So it relies on a bunch of things
1) the vmt of the undamaged tile, which, is simply enough, the green tiles here. LightmappedGeneric
2) the vmt of the damaged tile, which is a ShatteredGlass, with a proxy and $detail, same exact deal as the glass material, just tile instead. This vmt is referenced in 1) as $crackmaterial
3) a bunch of hardcoded mats

"models/brokentile/tilebroken_03a";

"models/brokentile/tilebroken_03b";

"models/brokentile/tilebroken_03c";

"models/brokentile/tilebroken_03d";


"models/brokentile/tilebroken_02a";

"models/brokentile/tilebroken_02b";

"models/brokentile/tilebroken_02c";

"models/brokentile/tilebroken_02d";


"models/brokentile/tilebroken_01a";

"models/brokentile/tilebroken_01b);

"models/brokentile/tilebroken_01c";

"models/brokentile/tilebroken_01d";

These had to be copied from the 2003 leak. But they're simple small cracked tiles to form the edges; the BrokenGlass folder can be used as reference in making substitutions for them.

The 3) is the biggest obstacle but other than it, it doesn't need much.

It can even very feasibly be un-hardcoded in a mod and turned into a setting of the entity.

Sky Lists

Rework of the sky list template so it's more compact and easier to read.

Todo: All the pics in the lists currently are heavy pngs (20kb jpegs were replaced by 100+kb pngs), they have to be replaced by optimised thumbnails.

HL2

Preview Name Maps Angles Pitch Brightness Ambience HDR Brightness (Scale) HDR Ambience (Scale) Sun Spread Angle
Sky day01 01.png sky_day01_01 background01
d1_trainstation_01 to d1_trainstation_06
0 165 0 -35 237 218 143 800 190 201 220 100 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day01 04.png sky_day01_04 d1_canals_01
d1_canals_01a
d1_canals_02
0 165 0 -55 248 234 205 1000 194 236 252 175 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day01 05.png sky_day01_05 d1_canals_03 0 165 0 -83 243 224 158 1200 194 236 252 225 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d1_canals_05 0 104 0 -35 248 233 186 800 140 167 174 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
background02
d1_canals_06
d1_canals_07
0 104 0 -35 248 233 186 860 140 167 174 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d1_canals_08 0 104 0 -35 243 219 143 860 140 167 174 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day01 06.png sky_day01_06 d1_canals_09 to d1_canals_11 0 148 0 -35 240 187 117 1000 135 172 180 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day01 07.png sky_day01_07 d1_canals_12 0 108 0 -35 235 166 71 1000 135 172 180 150 -1 -1 -1 -1 (.5) -1 -1 -1 -1 (1) 0
Sky day01 08.png sky_day01_08 d1_canals_13
d1_eli_01
0 108 0 -35 235 155 71 1000 105 142 165 120 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day01 09.png sky_day01_09 d1_eli_02 0 12 0 -45 175 230 239 65 83 104 130 50 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d1_eli_02
d1_town_01 to d1_town_03
0 12 0 -45 175 230 239 50 43 45 57 5 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Preview Name Maps Angles Pitch Brightness Ambience HDR Brightness (Scale) HDR Ambience (Scale) Sun Spread Angle
Sky day02 01.png sky_day02_01 d1_town_05 0 225 0 -25 254 242 160 400 172 196 204 80 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day02 02.png sky_day02_02 d2_coast_01 0 225 0 -20 255 244 213 700 172 196 204 50 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day02 03.png sky_day02_03 d2_coast_03 0 280 0 -45 243 238 224 500 172 196 204 100 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d2_coast_04 0 290 0 -45 243 238 224 500 172 196 204 50 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day02 04.png sky_day02_04 d2_coast_05 0 240 0 -45 243 238 224 400 172 196 204 50 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day02 05.png sky_day02_05 background04
d2_coast_08
0 135 0 -30 255 255 249 448 172 196 204 100 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day02 06.png sky_day02_06 d2_coast_09 0 270 0 -20 255 252 230 475 172 196 204 120 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day02 07.png sky_day02_07 d2_coast_10 0 225 0 -15 255 252 230 500 183 204 210 140 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d2_coast_11 0 230 0 -15 255 252 230 400 175 199 205 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day02 09.png sky_day02_09 d2_coast_12 0 200 0 -5 237 232 209 70 122 140 169 60 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1.3) 0
d2_prison_01 0 200 0 -5 217 226 234 0 122 140 169 20 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (.7) 0
d2_prison_02 0 200 0 -5 221 232 240 20 103 143 184 125 -1 -1 -1 -1 (.5) -1 -1 -1 -1 (1) 0
d2_prison_03 0 200 0 -5 221 232 240 20 103 143 184 125 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d2_prison_04 to d2_prison_08 0 200 0 -5 221 232 240 20 103 143 184 125 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (.7) 0
Sky day02 10.png sky_day02_10 d2_coast_07 0 135 0 -30 255 255 249 448 172 196 204 100 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Preview Name Maps Angles Pitch Brightness Ambience HDR Brightness (Scale) HDR Ambience (Scale) Sun Spread Angle
Sky day03 01.png sky_day03_01 d3_c17_01 0 165 0 -35 237 218 143 800 190 201 220 100 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d3_c17_02 0 126 0 -25 245 200 150 1000 148 173 205 60 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d3_c17_03 0 150 0 -30 236 218 145 600 160 184 211 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day03 02.png sky_day03_02 d3_c17_04 0 140 0 -35 236 218 145 650 160 184 211 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d3_c17_05 0 120 0 -35 236 218 145 650 160 184 211 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day03 03.png sky_day03_03 d3_c17_06a 0 120 0 -40 236 218 145 700 160 184 211 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d3_c17_06b
d3_c17_07
0 115 0 -35 236 218 145 700 160 184 211 150 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day03 04.png sky_day03_04 d3_c17_08 0 53 0 -60 239 207 141 350 75 96 116 300 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d3_c17_09 0 50 0 -35 237 218 143 650 190 201 220 100 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
d3_c17_10a
d3_c17_10b
0 50 0 -20 238 207 142 600 190 201 220 100 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day03 05.png sky_day03_05 background06 0 82 0 -12 238 200 128 450 75 96 116 250 -1 -1 -1 -1 (1) -1 -1 -1 -1 (1) 0
d3_c17_11 0 82 0 -12 238 200 128 450 75 96 116 150 -1 -1 -1 -1 (1) -1 -1 -1 -1 (1.3) 0
d3_c17_12 0 82 0 -8 238 200 128 450 75 96 116 150 -1 -1 -1 -1 (1) -1 -1 -1 -1 (1.3) 0
d3_c17_12b 0 40 0 -8 239 207 141 350 75 96 116 300 -1 -1 -1 -1 (1) -1 -1 -1 -1 (1.3) 0
d3_c17_13
d3_citadel_01
0 82 0 -12 238 200 128 450 75 96 116 250 -1 -1 -1 -1 (1) -1 -1 -1 -1 (1.3) 0
Sky day03 06.png sky_day03_06 d3_citadel_05
d3_breen_01
0 280 0 -21 221 112 13 300 255 255 255 20 -1 -1 -1 -1 (.7) -1 -1 -1 -1 (1) 0
Sky day03 06b.png sky_day03_06b N/A
Sky wasteland02.png sky_wasteland02 N/A
Sky borealis01.png sky_borealis01 N/A 0 185 0 -2 245 255 168 40 120 226 255 10 N/A