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Show posts MenuQuotetexture TYPE FILENAME ROT X Y SCALE
Quotetexture 0 trak5/comp1a.jpg
Quotetexture 0 trak5/comp1a.jpg
Quote
( From Editing Ref )
# "c" or "0" for primary diffuse texture (RGB)
# "u" or "1" for generic secondary texture
# "d" for decals (RGBA), blended into the diffuse texture if running in fixed-function mode. To disable this combining, specify secondary textures as generic with 1 or "u"
# "n" for normal maps (XYZ)
# "g" for glow maps (RGB), blended into the diffuse texture if running in fixed-function mode. To disable this combining, specify secondary textures as generic with 1 or "u"
# "s" for specularity maps (grey-scale), put in alpha channel of diffuse ("c")
# "z" for depth maps (Z), put in alpha channel of normal ("n") maps
# "e" for environment maps (skybox), uses the same syntax as "loadsky", and set a custom environment map (overriding the "envmap" entities) to use in environment-mapped shaders ("bumpenv*world")
Quote
texture 0 trak5/comp1a.jpg 0 0 0 0.5 ( diffuse, also makes this as a new entry )
texture n trak5/comp1_n.png ( Normal map ( makes a texture look 3D ))
texture s trak5/comp1_s.jpg ( Specular map ( shinnyness ))
texture g trak5/comp1a_g.jpg ( Glow map ( self explanitory )
QuoteYou may need to experiment with shader params to get the right.
( From Editing Ref )
Shader *Shader params (Texture slots)
stdworld (c) The default lightmapped world shader.
decalworld (c, d) Like stdworld, except alpha blends decal texture on diffuse texture.
glowworld
* glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
(c, g) Like stdworld, except adds light from glow map.
*bumpworld (c, n) Normal-mapped shader without specularity (diffuse lighting only).
bumpglowworld
* glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
(c, n, g) Normal-mapped shader with glow map and without specularity.
bumpspecworld
* specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk
(c, n) Normal-mapped shader with constant specularity factor.
bumpspecmapworld same as above (c, n, s) Normal-mapped shader with specularity map.
bumpspecglowworld
* glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
* specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk
(c, n, g) Normal-mapped shader with constant specularity factor and glow map.
bumpspecmapglowworld same as above (c, n, s, g) Normal-mapped shader with specularity map and glow map.
bumpparallaxworld
* parallaxscale: Scale, Bias - Scales the heightmap offset
(c, n, z) Normal-mapped shader with height map and without specularity.
bumpspecparallaxworld
* specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk
* parallaxscale: Scale, Bias - Scales the heightmap offset
(c, n, z) Normal-mapped shader with constant specularity factor and height map.
bumpspecmapparallaxworld same as above (c, n, s, z) Normal-mapped shader with specularity map and height map.
bumpparallaxglowworld
* glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
* parallaxscale: Scale, Bias - Scales the heightmap offset
(c, n, z, g) Normal-mapped shader with height and glow maps, and without specularity.
bumpspecparallaxglowworld
* glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
* specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk
* parallaxscale: Scale, Bias - Scales the heightmap offset
(c, n, z, g) Normal-mapped shader with constant specularity factor, and height and glow maps.
bumpspecmapparallaxglowworld same as above (c, n, s, z, g) Normal-mapped shader with specularity, height, and glow maps.
bumpenv*
* envscale: Rk, Gk, Bk - multiplies the environment map color by the factors Rk, Gk, Bk
Any of the above bump* shader permutations may replace "bump" with "bumpenv" (i.e. bumpenvspecmapworld), and will then reflect the closest envmap entity (or the skybox if necessary). They support all their usual texture slots and pixel params, in addition to the envmap multiplier pixel param. If a specmap is present in the given shader, the raw specmap value will be scaled by the envmap multipliers (instead of the specmap ones), to determine how much of the envmap to reflect. A calclight (if it has not been done before) or recalc (thereafter) is also needed by this shader to properly setup its engine state.
Quotetexture TYPE FILENAME ROT X Y SCALELabeled "ROT" in the line.
Quote
# 0 = none
# 1 = 90 CW ( 90 Degrees Counter Clockwize )
# 2 = 180 ( 180 Degrees ( flipped over ))
# 3 = 270 CW ( 270 Degrees Counter Clockwize )
# 4 = X flip ( Mirrored Horizontally <--> )
# 5 = Y flip ( Mirrored Vertically ^ v )
Quotetexture TYPE FILENAME ROT X Y SCALE
Quotetexture 0 trak5/base1a.jpg 0 256 256 0In that example, 512x512 texture would be shifted 256 pixels on the X axis, and 256 pixels on the Y axis.
QuoteOffsets texture 256 "Texels" on the Y axis
texoffset 0 256
texture 0 trak5/base1a.jpg 0 0 0 0
Quotetexture TYPE FILENAME ROT X Y SCALESCALE can be replaced with most any value.
Quotetexture 0 trak5/base1a.jpg 0 0 0 0.5In this example the texture would be One Half its original size.
Quotetexture 0 trak5/base1a.jpg 0 0 0 2In this example the texture would be Twice its original size.
QuoteIn this example the texture would be double its original size.
texscale 2
texture 0 trak5/base1a.jpg 0 0 0 0
Quotetexscroll X YX refers to scrolling on the X axis ( Horizontal )
QuoteIn this example, the texture would scroll at an unknown rate on the Y axis.
texscroll 0 1
texture 0 trak5/base1a.jpg 0 0 0 0
Quotetexrotate N
Quotetexrotate 1In that example, the texture is rotated 5 times and each rotation is in a different slot, so the texture is there 5 times but turned in each.
texture 0 trak5/base1a.jpg 0 0 0 0
( rotates slot 90 degrees )
texrotate 2
texture 0 trak5/base1a.jpg 0 0 0 0
( rotates slot 180 degrees and is loaded as a separate slot than the previous )
texrotate 3
texture 0 trak5/base1a.jpg 0 0 0 0
( rotates slot 270 degrees and is loaded as a separate slot than the previous )
texrotate 4
texture 0 trak5/base1a.jpg 0 0 0 0
( Mirrors slot on X axis and is loaded as a seperate slot than the previous )
texrotate 5
texture 0 trak5/base1a.jpg 0 0 0 0
( Mirrors slot on Y axis and is loaded as a separate slot than the previous )
Quote
texrotate 4
texture 0 trak5/comp1a.jpg 0 0 0 0.5 ( diffuse, also makes this as a new entry )
texture n trak5/comp1_n.png ( Normal map ( makes a texture look 3D ))
texture s trak5/comp1_s.jpg ( Specular map ( shininess ))
texture g trak5/comp1a_g.jpg ( Glow map ( self explanatory )
Quote^^ That way you should have a computer texture with grass growing out of it. O.o
autograss textures/grass_aard.png
texture 0 trak5/comp1a.jpg
Quote
I hope this was helpful. Ill read it over later and tune it.
If you see something wrong or missing, tell me and I'll fix it.
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