Talk:QC Commands: Difference between revisions

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* $lockbonelengths
* $lockbonelengths
* $lockdefinebones
* $lockdefinebones
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I think every command should have its own page with documented excample of how that command is used, alot of people seams to find this list to undescriptive.

Revision as of 07:30, 13 October 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

I think every command should have its own page with documented excample of how that command is used, alot of people seams to find this list to undescriptive.