r3710 - trunk/Docs
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Fri Jun 20 07:40:09 EDT 2008
Author: m0rfar
Date: 2008-06-20 07:40:07 -0400 (Fri, 20 Jun 2008)
New Revision: 3710
Modified:
trunk/Docs/mapping.txt
Log:
Appendix C - Advanced Darkplaces shaders
Modified: trunk/Docs/mapping.txt
===================================================================
--- trunk/Docs/mapping.txt 2008-06-19 16:33:47 UTC (rev 3709)
+++ trunk/Docs/mapping.txt 2008-06-20 11:40:07 UTC (rev 3710)
@@ -30,8 +30,9 @@
Appendix B - Helpful extras
i. Team Colors
ii. Text Colors
+
+Appendix C - Advanced Darkplaces shaders
-
========================
=I. Map Lists & Scripts=
========================
@@ -315,9 +316,9 @@
add the "type rune" line.
-=================================
-=Appendix A - Advanced mapinfo =
-=================================
+===============================
+=Appendix A - Advanced mapinfo=
+===============================
You now know how to make a basic, bare-bones mapinfo to set up a couple options
and load your map. However, there's much more you can do! Consider these
@@ -344,9 +345,9 @@
settings, and global ones.
-===============================
-=Appendix B - Helpful Extras =
-===============================
+=============================
+=Appendix B - Helpful Extras=
+=============================
----------------
-i. Team Colors-
@@ -389,3 +390,30 @@
8 Grey (transparent)
9 Grey (solid)
0 Black
+
+==========================================
+=Appendix C - Advanced Darkplaces shaders=
+==========================================
+
+Shader parameters for DP's own features:
+- dp_reflect <distort> <r> <g> <b> <a>
+ Makes surfaces of this shader reflective with r_water. The reflection is
+ alpha blended on the texture with the given alpha, and modulated by the given
+ color. distort is used in conjunction with the normalmap to simulate a
+ nonplanar water surface.
+- dp_refract <distort> <r> <g> <b>
+ Makes surfaces of this shader refractive with r_water. The refraction
+ replaces the transparency of the texture. distort is used in conjunction with
+ the normalmap to simulate a nonplanar water surface.
+- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
+ This combines the effects of dp_reflect and dp_refract to simulate a water
+ surface. However, the refraction and the reflection are mixed using a Fresnel
+ equation that makes the amount of reflection slide from reflectmin when
+ looking parallel to the water to reflectmax when looking directly into the
+ water. The result of this reflection/refraction mix is then layered BELOW the
+ texture of the shader, so basically, it "fills up" the alpha values of the
+ water. The alpha value is a multiplicator for the alpha value on the texture
+ - set this to a small value like 0.1 to emphasize the reflection and make
+ the water transparent; but if r_water is 0, alpha isn't used, so the water can
+ be very visible then too.
+
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