Talk:QC Commands: Difference between revisions
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* $collisionjoints | * $collisionjoints | ||
* $collisiontext | * $collisiontext | ||
* $bodygroup | * $bodygroup [[Body Groups]] | ||
* $autocenter | * $autocenter | ||
* $append | * $append |
Revision as of 10:23, 5 May 2007
This article seems to be missing some of the basic commands I see in decompiled model's QC files. I'm guessing that it only actually details commands and changes that are new in Source as compared the HL1 engine.
I found the basic QC commands detailed on Wavelength. I suspect that list not complete though. Does anyone have a FULL list of commands?
Just a few grammatical corrections --tantoedge 12:03, 13 Jul 2005 (PDT)
Question/discussion about $replacematerial: "This can be used to cause lower LODs to use a smaller version of the texture, for instance."
Isn't this totally wrong in most cases? If you have two of the models on the screen at the same time, one at a LOD level where the larger texture is used and one where the smaller texture is used - then you'd have to have both versions of the texture loaded, thus inverting the intended effect (less load on the graphic card).
Furthermore I think that even if this was not the case, caching different versions of one texture does still stress the system.
Am I correct? Should I re-write the section? In my opinion, $replacematerial is used to load a .vmt which contains less expensive shaders (e.g. eye shader or normal maps). --Vaarscha 23:05, 15 Mar 2006 (PST)
I don't even think Valve used this... but it may be useful if it removes the translucency of a texture... —ts2do 23:10, 15 Mar 2006 (PST)
- Look in \src\utils\studiomdl\optimize.cpp and studiomdl.cpp for the LOD functions. --wisemx 05:34, 16 Mar 2006 (PST)
- A late comment, but a comment nonetheless. Mipmaps aren't meant to lower memory usage - in fact, they increase it - but they're easier to use for the rendering algorithms. They're intended to be CPU savers, not memory savers. Besides, I think continually flushing and loading different textures takes more time than it's worth in memory usage in such a stressfull situation as a game. --Captain P 11:29, 2 Aug 2006 (PST)
$definemacro
is listed twice... I never used it, can anyone who is familiar with it merge the two section? --Vaarscha 22:45, 26 Apr 2006 (PDT)
Commands left to document
These commands still need to be documented:
- $screenalign
- $collisionjoints
- $collisiontext
- $bodygroup Body Groups
- $autocenter
- $append
- $prepend
- $continue
- $declareanimation
- $cmdlist
- $ikautoplaylock
- $eyeposition
- $illumposition
- $origin
- $upaxis
- $bbox
- $cbox
- $gamma
- $texturegroup
- $hgroup
- $hbox
- $hboxset
- $externaltextures
- $cliptotextures
- $renamebone
- $calctransitions
- $zbrush
- $forcereal
- $insertbone
- $limitrotation
- $obsolete
- $renamematerial
- $noforcedfade
- $skipboneinbbox
- $forcephonemecrossfade
- $lockbonelengths
- $lockdefinebones