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

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m (→‎Per material: some texture flags that are for some reason not stage flags)
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== Per material ==
== Per material ==
; qer_editorimage
; 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.
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
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; deformVertexes autoSprite2
; deformVertexes autoSprite2
[[$spriteorientation]] VP_PARALLEL_ORIENTED
[[$spriteorientation]] VP_PARALLEL_ORIENTED
; noMipMaps
Set the "no mipmaps" flag in the applicable VTFs
; noPicMip
Set the "No LoD" flag in the applicable VTFs
; noTC {{in|JK2, JA}}
; noCompress {{in|WolfET}}
Don't use DXTn texture compression when creating the applicable VTFs
; allowcompress {{in|WolfET}}
Use DXT1 or DXT5 texture compression when creating the applicable VTFs, even if you are making most of the VTFs uncompressed (BGR565, BGR888, or BGRA8888)


== Per texture ==
== Per texture ==

Revision as of 19:44, 8 June 2024

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

noMipMaps

Set the "no mipmaps" flag in the applicable VTFs

noPicMip

Set the "No LoD" flag in the applicable VTFs

noTC (in JK2, JA)
noCompress (in WolfET)

Don't use DXTn texture compression when creating the applicable VTFs

allowcompress (in WolfET)

Use DXT1 or DXT5 texture compression when creating the applicable VTFs, even if you are making most of the VTFs uncompressed (BGR565, BGR888, or BGRA8888)

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 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 Description VMT equivalent and additional setup
GT0 Greater Than 0.

Usually used in conjunction with a translucent blendFunc, to avoid rendering the surface where completely transparent.

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: