Talk:QC Commands: Difference between revisions

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<code>$definemacro</code> is listed twice... I never used it, can anyone who is familiar with it merge the two section? --[[User:Vaarscha|Vaarscha]] 22:45, 26 Apr 2006 (PDT)
<code>$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)
== Commands left to document ==
These commands still need to be documented:
* $screenalign
* $collisionjoints
* $collisiontext
* $bodygroup
* $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

Revision as of 19:23, 31 January 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
  • $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