User:SirYodaJedi/Porting IdTech 3 maps to Source/Shader2VMT: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
Line 2: Line 2:


== Per material ==
== Per material ==
; qer_editorimage
This is roughly equivalent to [[%tooltexture]], although it differs slightly in that it can also be used in the 3D view for alignment purposes.
; cull none
; cull none
; cull disable
; cull disable

Revision as of 15:12, 14 December 2023

Some miscellanea for the User:SirYodaJedi/Porting IdTech 3 maps to Source#Converting materials section that would bloat the page if put there.

Per material

qer_editorimage

This is roughly equivalent to %tooltexture, although it differs slightly in that it can also be used in the 3D view for alignment purposes.

cull none
cull disable

$nocull

deformVertexes autoSprite

$spriteorientation VP_PARALLEL

deformVertexes autoSprite2

$spriteorientation VP_PARALLEL_ORIENTED

Per texture

blendFunc

Can blend textures together (detail textures, glowing textures, etc.) and/or be used for translucency, depending upon parameters.

alphaFunc

Alphatesting. Unlike Source, Quake III supports alpha-clipping translucent textures. Any textures with translucency will need to not have alpha-testing when ported to Source, and may need to be edited (to sharpen the alpha channel). It takes one parameter:

Parameter Header text Header text
GT0 Greater Than 0.

Usually used in conjunction with

If not translucent (rare):
LT128 Less Than 128.

This designates an inverted alpha channel.

If not translucent:

First invert the alpha channel in an image editor (linear invert).

GE128 Greater than or Equal to 128.

Standard alpha testing; anything less than 127 will be transparent, and anything greater than or equal to 128 will be opaque.

If not translucent:
GE192 Greater than or Equal to 192.

Added in Jedi Academy. Like GE128, but with the clipping threshold set to 192

If not translucent: