User:Deprecated/todo: Difference between revisions

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Todo list.
My todo list. I might not get around to all of these; feel free to do any of these if you can.


== New stuff ==
==Color Correction==
*Create color correction tables for games that use them. Document the files, entities, and the maps they're used in.


Document 2nd UV support for models with $decaltexture.
==Engine Branches==
*Create an Engine branches article. Create a template similar to [[Template:GameHierarchy]] for engine branches.
*Revamp pre-existing articles for engine branches, and create Source 2004, Portal 2, and Counter-Strike: Global Offensive Engine Branch articles.
*Create categories for engine branch games. (e.g. Category:Portal 2 Engine Branch Games)
*Revamp [[Template:Branch]].


Document the obsolete Eyes shader.
==Entities==
== Pre-existing articles ==
*Document [[Black Mesa]]'s entities.
===$envmap===
*Document [[INFRA]]'s entities.
Document $noenvmapmip and $envmaplightscaleminmax.
*Document [[Dino D-Day]]'s entities.
*Document [[The Stanley Parable]]'s entities, if it has any.


Confirm $envmapsaturation bug on all engine branches.
==Fog Settings==
*Bring the Fog Settings tables in line with the ones used for Sky Lists.
*Document the Fog Settings for more games.


Add images to show off $envmapfresnel, $envmaplightscale, and $envmapanisotropy.
==Games==
===Refract===
*Update the documentation on [[Black Mesa]] and [[Dear Esther]].
Document everything, test, and rewrite some of the parameters. Add images.
*Document Half-Life 2: Update.
 
==Materials==
*Rewrite the [[Material optimization]] page and add new stuff from newer engine branches.
 
==Shaders==
*Unify shader and shader parameter pages using the Shader/shaderparam and MatParam templates. Update shaders with parameters and information from new games and engine branches.
*Rewrite [[Phong materials]] and add in further information.
*Document the following shaders: EyeGlint, Eyes, ParticleLitGeneric, ParticleSphere, ShatteredGlass, VolumeClouds, CustomHero (SFM), LightShafts (SFM?), SurfaceGGX (Insurgency), Character (CSGO). Some may not actually exist/work properly.
*Update the documentation of the following shaders: [[Aftershock]], [[Cable]], [[Infected]], [[LightmappedReflective]], [[LightmappedTwoTexture]], [[Refract]], [[Sky_(shader)]], [[SolidEnergy]], [[SplineRope]], [[SpriteCard]], [[UnlitGeneric]], [[UnlitTwoTexture]], [[VortWarp]], [[WindowImposter]], [[WorldVertexTransition]].
*Take one or more screenshots for the following shaders: [[Aftershock]], [[Cable]], [[Infected]], [[LightmappedReflective]], [[LightmappedTwoTexture]], [[MonitorScreen]], [[Refract]], [[SolidEnergy]], [[SplineRope]], [[SpriteCard]], [[Teeth]], [[VortWarp]], [[Water]], [[WindowImposter]], [[WorldTwoTextureBlend]], [[WorldVertexTransition]].
*Document the following shader parameters: $dropshadow, $layeredgenormal, $layertint, $newlayerblending (series of CSGO shader parameters for WorldVertexTransition), $decaltexture (series of CSGO shader parameters for VertexLitGeneric)
*Update the documentation of the following shader parameters (unique articles): [[$ambientocclusion]], [[$detail]], [[$distancealpha]], [[$flesh]], [[$envmap]], [[$treeSway]], [[$vertexalpha]].
*Take one or more screenshots for the following shader parameters (unique articles): [[$ambientocclusion]], [[$color]], [[$emissiveblend]], [[$nocull]], [[$seamless_scale]], [[$treeSway]], [[$vertexalpha]].
*Take one or more screenshots for the following shader parameters ($envmap): $envmapcontrast, $envmapsaturation, $envmapfresnel, $envmapfresnelminmaxexp, $fresnelreflection, $envmaplightscale, $envmaplightscaleminmax, $envmapanisotropy, $envmapanisotropyscale
*Take one or more screenshots for the following shader parameters ($phong): $phongexponent, $phongexponenttexture, $phongfresnelranges, $phongdisablehalflambert, $phongalbedotint, $phongalbedoboost
 
==Sky Lists==
*Document the skies and values associated with them for Half-Life 2: Update, Black Mesa, and Insurgency.
 
== Third-party Tools ==
*Document Slartibarty's Slammin' Source Tools.
*Document Mapbase when it releases.
 
== Wiki stuff ==
*Document how to use the following templates: [[Template:Base point]], [[Template:Base brush]], [[Template:Shader]], [[Template:Shaderparam]], [[Template:SkylistTableCaption]].
*Revamp the BaseEntity templates to split off into Targetname, Parentname, etc. sections. Find a way to show which keyvalues/inputs/outputs are in the FGD and which aren't per entity within the template.

Revision as of 16:01, 28 July 2019

My todo list. I might not get around to all of these; feel free to do any of these if you can.

Color Correction

  • Create color correction tables for games that use them. Document the files, entities, and the maps they're used in.

Engine Branches

  • Create an Engine branches article. Create a template similar to Template:GameHierarchy for engine branches.
  • Revamp pre-existing articles for engine branches, and create Source 2004, Portal 2, and Counter-Strike: Global Offensive Engine Branch articles.
  • Create categories for engine branch games. (e.g. Category:Portal 2 Engine Branch Games)
  • Revamp Template:Branch.

Entities

Fog Settings

  • Bring the Fog Settings tables in line with the ones used for Sky Lists.
  • Document the Fog Settings for more games.

Games

Materials

Shaders

Sky Lists

  • Document the skies and values associated with them for Half-Life 2: Update, Black Mesa, and Insurgency.

Third-party Tools

  • Document Slartibarty's Slammin' Source Tools.
  • Document Mapbase when it releases.

Wiki stuff