Editing .shader
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* sky textures | * sky textures | ||
* transparent or semi-transparent textures (eg. grates, glass, force fields) | * transparent or semi-transparent textures (eg. grates, glass, force fields) | ||
* | * grass | ||
Shaders do not only affect the visual appearance of surfaces, but can also change the behaviour of surfaces. So for example, shaders are used to create liquids, and surfaces made out of different kinds of materials (eg. metal, sand, snow). | Shaders do not only affect the visual appearance of surfaces, but can also change the behaviour of surfaces. So for example, shaders are used to create liquids, and surfaces made out of different kinds of materials (eg. metal, sand, snow). | ||
== System shaders == | == System shaders == | ||
System shaders are special shaders which affect game rendering and gameplay. Some of these are described below. Further information about system shaders can be found [https://icculus.org/gtkradiant/documentation/q3radiant_manual/ch07/pg7_1.htm# | System shaders are special shaders which affect game rendering and gameplay. Some of these are described below. Further information about system shaders can be found [https://icculus.org/gtkradiant/documentation/q3radiant_manual/ch07/pg7_1.htm#texman here]. | ||
'''textures/system/clip''' - creates an invisible clipping surface (blocks player and NPC movement) | '''textures/system/clip''' - creates an invisible clipping surface (blocks player and NPC movement) | ||
'''textures/system/physics_clip''' - creates an invisible clipping surface that also | '''textures/system/physics_clip''' - creates an invisible clipping surface that also affects weapons and projectiles | ||
'''textures/system/do_not_enter''' - blocks | '''textures/system/do_not_enter''' - blocks NPC movement, but not the player. Used to stop enemies and other NPCs entering certain areas of the map | ||
'''textures/system/cushion''' - if players fall on to this surface, they will not take fall damage | '''textures/system/cushion''' - if players fall on to this surface, they will not take fall damage | ||
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'''textures/system/trigger''' - used to create [[Entity#trigger entities|trigger]] entitites | '''textures/system/trigger''' - used to create [[Entity#trigger entities|trigger]] entitites | ||
'''textures/system/caulk''' - a non-drawn surface, but behaves as if it is solid (eg. blocks | '''textures/system/caulk''' - a non-drawn surface, but behaves as if it is solid (eg. blocks light) and "seals" off the map from the void | ||
'''textures/system/weatherzone''' - for creating a weatherzone entity, see [[Weather]] | '''textures/system/weatherzone''' - for creating a weatherzone entity, see [[Weather]] | ||
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'''textures/system/inside''' - designates an inside area (no weather) | '''textures/system/inside''' - designates an inside area (no weather) | ||
== See also == | == See also == | ||
* [https://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ Quake 3 Shader Manual] | * [https://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ Quake 3 Shader Manual] | ||
[[Category: File Types]] | [[Category: File Types]] | ||
[[Category: General Modding]] | [[Category: General Modding]] |