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matsys:cmat_manual:keywordreference [2006-07-30 00:38]
127.0.0.1 (old revision restored)
matsys:cmat_manual:keywordreference [2007-05-28 12:59]
Carsten Minor revision of the punktuation
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   * **''​lightMask $turnoff''​** This is very similar to ''​ambientMask'',​ but it only affects the per-lightsource passes. This keyword is currently not used in any Ca3DE material.   * **''​lightMask $turnoff''​** This is very similar to ''​ambientMask'',​ but it only affects the per-lightsource passes. This keyword is currently not used in any Ca3DE material.
 +
 +
 +===== Other Keywords =====
 +
 +There are also keywords that define other aspects of the material that are not directly related to their rendering.
 +
 +  * **''​clip $c1, $c2, ...''​** Defines for whom or for which purposes the material is considered solid in clipping (collision detection) computations. This is mostly interesting in game related settings (e.g. with player or monster clip brushes), but also programs like CaBSP and CaLight perform clip and ray trace tests that in turn are affected by this keyword. \\ ''​$c1,​ $c2, ...''​ must be a comma-separated list of at least one of these flags: ''​nothing'',​ ''​players'',​ ''​monsters'',​ ''​moveables'',​ ''​ik'',​ ''​projectiles'',​ ''​sight'',​ ''​bspPortals'',​ ''​radiance'',​ or ''​all''​. The default setting (i.e. if you do not use the ''​clip''​ keyword at all), is ''​clip all''​. When you use ''​clip'',​ the value is first cleared (reset to ''​nothing''​) and then additively rebuilt from the parameter list. \\ Here is an explanation of the individual flags:
 +    * ''​nothing''​ means that a surface with this material clips against nothing, it is non-solid.
 +    * ''​players''​ means that the surface is solid to players.
 +    * ''​monsters''​ means that the surface is solid to monsters (AI entities).
 +    * ''​moveables''​ means that the surface is solid to moveable entities.
 +    * ''​ik''​ means that the surface is solid to IK.
 +    * ''​projectiles''​ means that the surface is solid to the projectiles of weapons (e.g. water surfaces, but not sky).
 +    * ''​sight''​ means that the surface blocks line-of-sight tests (used e.g. for AI).
 +    * ''​bspPortals''​ means that the surface clips portals, that is, it is solid to the flood-fill operation of CaBSP. \\ :!: Note that each Ca3DE map must //entirely be sealed// by materials with the ''​bspPortals''​ property, or else CaBSP will not be able to flood-fill it properly and report that the map has a leak. \\ Developers, note that this means that maps can be made where objects can fall out of the map (e.g. through the floor). Considering the clip-world only, this can be desirable e.g. for rockets that are fired into the sky, even though Ca3DE has to treat them specially for drawing (render objects in non-PVS "​outer"​ leaves). CaBSP issues a warning if it ever finds a material that has ''​bspPortals'',​ but not both ''​players''​ and ''​monsters''​ set, in order to make you aware that in such places, players or monsters could fall out of the map.
 +    * ''​radiance''​ means that the surface blocks the transfer of light energy in the Radiosity computations of CaLight (most walls do, but for example glass and decals usually don'​t).
 +    * ''​all''​ means that the surface is solid to all of the above.
 +
 +  * **''​surfaceType $st''​** Defines the type of the surface. ''​$st''​ must be one of ''​none'',​ ''​stone'',​ ''​metal'',​ ''​sand'',​ ''​wood'',​ ''​liquid'',​ ''​glass'',​ or ''​plastic''​. The meaning of the surface types is solely defined by the game code, it will usually use them to play footstep sounds, ricochet effects, etc.
  
  
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   * **''​meta_alphaModulatesRadiosityLight''​** Makes CaLight handle the ''​diffusemap''​ alpha channel and the $alpha and $rgba keywords properly. For fences, grates, glass, water, etc. Not yet implemented.   * **''​meta_alphaModulatesRadiosityLight''​** Makes CaLight handle the ''​diffusemap''​ alpha channel and the $alpha and $rgba keywords properly. For fences, grates, glass, water, etc. Not yet implemented.
- 
-  * **''​meta_noLightMap''​** Makes the compile tools not cover this material with a lightmap. This is a very useful keyword for surfaces that would normally get a lightmap supplied by CaLight, but don't really need one, especially if they are very big. Ca3DE employs this keyword for example in all of its sky-dome and some advanced water materials. 
  
matsys/cmat_manual/keywordreference.txt ยท Last modified: 2013-01-07 12:07 (external edit)