User:SirYodaJedi/Porting IdTech 3 maps to Source/Shader2VMT: Difference between revisions
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== Per texture == | == Per texture == | ||
; map | |||
This is the texture. It may be any sort of texture, not necessarily just a [[diffuse]] texture. | |||
; clampmap | |||
Like `map`, but clamps the UV coordinates to prevent usage as a tiled texture. Set these in the [[VTF]]. | |||
; animmap | |||
Like `map`, but animated; up to 8 frames in vanilla Quake III. The number before the texture list indicates the frame rate. Combine these into a single VTF and use a [[material proxy]] to set the animation. | |||
; blendFunc | ; blendFunc | ||
Can blend textures together (detail textures, glowing textures, etc.) | Can blend textures together (detail textures, glowing textures, etc.), be used for translucency, or even do specular lighting, depending upon parameters. | ||
; alphaFunc | ; alphaFunc |
Revision as of 15:20, 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
- deformVertexes autoSprite
$spriteorientation VP_PARALLEL
- deformVertexes autoSprite2
$spriteorientation VP_PARALLEL_ORIENTED
Per texture
- map
This is the texture. It may be any sort of texture, not necessarily just a diffuse texture.
- clampmap
Like `map`, but clamps the UV coordinates to prevent usage as a tiled texture. Set these in the VTF.
- animmap
Like `map`, but animated; up to 8 frames in vanilla Quake III. The number before the texture list indicates the frame rate. Combine these into a single VTF and use a material proxy to set the animation.
- blendFunc
Can blend textures together (detail textures, glowing textures, etc.), be used for translucency, or even do specular lighting, depending upon parameters.
- alphaFunc
Alphatesting. Unlike ,
supports alpha-clipping translucent textures. Any textures with translucency will need to not have alpha-testing when ported to
, 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: |