Talk:QC Commands: Difference between revisions

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($definemacro is listed twice)
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<code>$definemacro</code> is listed twice... I never used it, can anyone who is familiar with it merge the two section?
<code>$definemacro</code> is listed twice... I never used it, can anyone who is familiar with it merge the two section? --[[User:Vaarscha|Vaarscha]] 22:45, 26 Apr 2006 (PDT)

Revision as of 22:45, 26 April 2006

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)

$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)