User:SirYodaJedi/Porting IdTech 3 maps to Source/Shader2VMT
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
- cull none
- cull disable
- deformVertexes autoSprite
$spriteorientation VP_PARALLEL
- deformVertexes autoSprite2
$spriteorientation VP_PARALLEL_ORIENTED
Per texture
- blendFunc
Can blend textures together (detail textures, glowing textures, etc.) and/or be used for translucency, 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: |