From 4aedb78011129490bcbd6566e3aee13ad811dbc3 Mon Sep 17 00:00:00 2001 From: Garux Date: Fri, 27 Dec 2024 06:09:20 +0500 Subject: [PATCH] tweak shader manual anchors --- docs/shaderManual/contents.html | 6 +++--- docs/shaderManual/quake-editor-radiant-directives.html | 6 +++--- docs/shaderManual/stage-directives.html | 6 +++--- radiant/gtkdlgs.cpp | 6 +++--- 4 files changed, 12 insertions(+), 12 deletions(-) diff --git a/docs/shaderManual/contents.html b/docs/shaderManual/contents.html index fbb732ed0..9b4aabf47 100644 --- a/docs/shaderManual/contents.html +++ b/docs/shaderManual/contents.html @@ -205,9 +205,9 @@

Contents

  • Quake Editor Radiant Directives
  • Stage Directives diff --git a/docs/shaderManual/quake-editor-radiant-directives.html b/docs/shaderManual/quake-editor-radiant-directives.html index db5a8f351..a7b2138e7 100644 --- a/docs/shaderManual/quake-editor-radiant-directives.html +++ b/docs/shaderManual/quake-editor-radiant-directives.html @@ -55,7 +55,7 @@

    Radiant Editor Directives

    These directives only affect the texture when it is seen in the Radiant editor. They have no effect on the surface in-game. They should be grouped with the surface parameters but ahead of them in sequence.

    -

    qer_editorImage textureName

    +

    qer_editorImage textureName

    This directive creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorImage (in the shader below this is, textures/eerie/lavahell.tga).

    The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit. A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-up pads placed on surfaces other than 256 x 256. Use tcMod scale to change the size of the stretched texture. Remember that tcMod scale 0.5 0.5 will double your image, while tcMod scale 2 2 will halve it.

    @@ -87,14 +87,14 @@ 

    qer_noCarve

    A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures.

    --> -

    qer_trans N.N

    +

    qer_trans N.N

    This directive makes brush transparent when seen in the editor and filterable by 'translucent' filter (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. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.

    Design Notes:

    On GtkRadiant 1.4 and earlier, if the shader uses qer_trans and a qer_editorImage with an alpha channel, the transparent areas of the editorImage will be 100% transparent. To keep the solid areas of the editorImage opaque, use a near 1 value for qer_trans (eg. 0.9999). This is useful for grates, windows, fences, etc. If using GtkRadiant 1.5 or later, use qer_alphaFunc for editorImage masking instead. In NetRadiant-custom any value of qer_trans enables alpha channel transparency display, this may be used when alpha blending is wanted instead of alpha masking.

    -

    qer_alphaFunc func N.N

    +

    qer_alphaFunc func N.N

    This directive is only supported by GtkRadiant 1.5 based editors. This is used when you have an alpha channel in the editorImage that you want to appear as an alpha mask in the editor. qer_alphaFunc by itself does not get filtered with qer_trans. This is useful for grates, windows, fences, etc.

    Supported functions are: equal, greater, less, gequal, lequal.
    Values: positive between 0 and 1.

    diff --git a/docs/shaderManual/stage-directives.html b/docs/shaderManual/stage-directives.html index 35fe4b703..0666124bf 100644 --- a/docs/shaderManual/stage-directives.html +++ b/docs/shaderManual/stage-directives.html @@ -67,7 +67,7 @@

    map $lightmap

    map $whiteimage

    This is used for specular lighting on MD3 models. This is a white image generated internally by the game. This image can be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come through unaltered.

    -

    clampMap texturename

    +

    clampMap texturename

    Dictates that this stage should clamp texture coordinates instead of wrapping them. During a stretch function, the area, which the texture must cover during a wave cycle, enlarges and decreases. Instead of repeating a texture multiple times during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect. Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of 0.0 to 1.0.

    When using clampMap make sure the texture is properly aligned on the brush. The clampMap function keeps the image from tiling. However, the editor doesn't represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent on anything with a tcMod rotate and clampMap function.

    @@ -109,7 +109,7 @@

    clampMap texturename

    }
    -

    animMap frequency texture1... texture8

    +

    animMap frequency texture1... texture8

    The surfaces in the game can be animated by displaying a sequence of 1 to 8 frames (separate texture maps). These animations are affected by other keyword effects in the same and later shader stages.

    frequency
    The number of frames to display per one second time period (fps).
    @@ -164,7 +164,7 @@

    Design Notes:

    To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.

    -

    videoMap videoname

    +

    videoMap videoname

    Surfaces marked with a shader containing this directive in one of its stages will display an animated video playing in a continuous loop. The video clip must be in ROQ format and playing at 30 frames per second. The ROQ file is stored in the "video" directory within the main mod directory. A third-party program is required to convert other video formats to the ROQ format for use within Quake III engine games.

     textures/obsidian_video/intro
    diff --git a/radiant/gtkdlgs.cpp b/radiant/gtkdlgs.cpp
    index 212fc768c..d10ab581b 100644
    --- a/radiant/gtkdlgs.cpp
    +++ b/radiant/gtkdlgs.cpp
    @@ -934,13 +934,13 @@ static const std::vector g_shaderGeneralFormats{
     		}
     	},
     	{
    -		"qer_editorImage %t", "quake-editor-radiant-directives.html#editorImage", c_colorKeyLv1
    +		"qer_editorImage %t", c_pageQER, c_colorKeyLv1
     	},
     	{
    -		"qer_trans %f", "quake-editor-radiant-directives.html#trans", c_colorKeyLv1
    +		"qer_trans %f", c_pageQER, c_colorKeyLv1
     	},
     	{
    -		"qer_alphaFunc %s %f", "quake-editor-radiant-directives.html#alphaFunc", c_colorKeyLv1, {
    +		"qer_alphaFunc %s %f", c_pageQER, c_colorKeyLv1, {
     			"equal",
     			"greater",
     			"less",