Quake shader manual




















It is especially useful for water and fog textures. This directive defines the percentage of transparency that a brush will have when seen in the editor no effect on game rendering at all.

It can have a positive value between 0 and 1. The higher the value, the less transparent the texture. On GtkRadiant 1. This is useful for grates, windows, fences, etc. If using GtkRadiant 1. This can be a dominant factor in processing time for q3map lighting. Design Note: Alphashadow does not work well with fine line detail on a texture. Fine lines may not cast acceptable shadows. It appears to work best with well-defined silhouettes and wider lines within the texture.

Most of our tattered banners use this to cast tattered shadows. It is typically placed on a very thin brush placed inside a door entity but is not a part of that entity. The intent is to block the game from processing surface triangles located behind it when the door is closed. It is also used by the BSPC bot area file creation compiler in the same manner as a cluster portal. The brush must touch all the structural brushes surrounding the areaportal. It is typically placed in locations that are natural breaks in a map, such as entrances to halls, doors, tunnels, etc.

The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the areaportal. A brush marked with donotenter will not affect non-bot players, but bots will not enter it.

It should be used only when bots appear to have difficulty navigating around some map features. This is a Q3MAP function that chops and identifies all geometry inside the brush. The General shader keyword fogparms must also be specified to tell how to draw the fog.

This affects both the surface and the content of a brush. Other than specifiying flesh , metalsteps , nosteps , or default i. Note: If no sound is set for a texture, then the default footsteps sound routines are heard. A texture containing this parameter will not be affected or lit by dynamic lights, such as weapon effects. Most often used for triggers, clip brushes, origin brushes, and so on. The intend use is for "Pits of Death.

The intent is to prevent unnecessary polygon pileups on the floors of pits. It is typically used on large, open terrain maps with little vis-blocking structures. Through the use of distance clipping a maximum vis distance is set, which provides the culling of rendered polygons.

Fog is used to hide the effect of polygons appearing and disappearing by obscuring the maximum distance that the player can see. Since distance clipping is not a feature natively built into Quake III Arena, using distance culling would result in a hall of mirrors HOM effect where the culled geometry begins, since nothing is being drawn in the frame buffer.

To compensate for this, the foghull feature uses a series of six skybox images that are drawn in place of the absent culled geometry, thus preventing the HOM effect.



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