JaedenRuiner@Posted: Sun Aug 20, 2006 3:33 am Post subject: Material Tutorial....er Syntax Reference actually.: Yea,
I'm a coder, so the language of the text makes a lot more sense to me than the step by step instructions often given in tutorials. I once wrote a reference for menu scripts for JKA, and it was well recieved. However, I haven't a clue what a specularmap or diffusemap is, or what zeroclamp does, or how the maskcolor works in comparison to blend add. That's the kind of tutorial I need to find, in order to help me with Particles and Materials. Because showing me, as all the tutorials seemed to be focused upon, doesn't help.
An alphabetical syntax guide of each command is what I'm trying to find, so that when I jump into a material for a quick update, I'm not confused as to why when i remove maskcolor the black background around a texture appears in the game, but with it in, the colored portion that is supposed to show dissappears. *shrug* also what does deform do? and what's the difference between a tube, a sprite and what else....
I think you can see what i mean. *chuckle*
Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner
rich_is_bored@Posted: Sun Aug 20, 2006 4:33 am Post subject: : This is what you're looking for...
http://www.modwiki.net/wiki/Material_%28decl%29
It's not complete but I expect it will be someday.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?
The Happy Friar@Posted: Sun Aug 20, 2006 4:59 am Post subject: : there's also http://www.iddevnet.com/doom3/materials.php
that's got great, quick, to the point definations & the wiki has some of the best visual/practicle examples of what they do, so use both!
_________________
Things I've Learned
voldemort@Posted: Mon Aug 21, 2006 2:23 am Post subject: : an even better way (and IM not trying to be a smart ass) is to try it your self I found alot of tricks this way that arnt listed
the easiest way to experiment in d3 with textures is this
create a 4 or 5 different textures ones with alpha stages regular pictures
grey scale pictures (heightmaps) and a normal map
now create a blank material fie
like this
textures/mine/1
{
}
and save that in the materials folder
now in editor add your blank texture to a wall or brush
hit
f7 --render
f6 --animate
&
f4 -realtime
of course it shows up black
go to the console tab of the entity inspector window
at the bottom field type
editdecls
short for eddit decclarations
this will open an editor
click on materials to expand it then browse to textures and finally browse to your texutre
click edit
everytime you make a change click test it will show the change in your doom3 editor renderview
this way you can check your changes realtime output in editor
I learned alot of tricks that way
_________________
it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
JaedenRuiner@Posted: Sun Aug 20, 2006 3:33 am Post subject: Material Tutorial....er Syntax Reference actually.: Yea,
I'm a coder, so the language of the text makes a lot more sense to me than the step by step instructions often given in tutorials. I once wrote a reference for menu scripts for JKA, and it was well recieved. However, I haven't a clue what a specularmap or diffusemap is, or what zeroclamp does, or how the maskcolor works in comparison to blend add. That's the kind of tutorial I need to find, in order to help me with Particles and Materials. Because showing me, as all the tutorials seemed to be focused upon, doesn't help.
An alphabetical syntax guide of each command is what I'm trying to find, so that when I jump into a material for a quick update, I'm not confused as to why when i remove maskcolor the black background around a texture appears in the game, but with it in, the colored portion that is supposed to show dissappears. *shrug* also what does deform do? and what's the difference between a tube, a sprite and what else....
I think you can see what i mean. *chuckle*
Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner
rich_is_bored@Posted: Sun Aug 20, 2006 4:33 am Post subject: : This is what you're looking for...
http://www.modwiki.net/wiki/Material_%28decl%29
It's not complete but I expect it will be someday.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?
The Happy Friar@Posted: Sun Aug 20, 2006 4:59 am Post subject: : there's also http://www.iddevnet.com/doom3/materials.php
that's got great, quick, to the point definations & the wiki has some of the best visual/practicle examples of what they do, so use both!
_________________
Things I've Learned
voldemort@Posted: Mon Aug 21, 2006 2:23 am Post subject: : an even better way (and IM not trying to be a smart ass) is to try it your self I found alot of tricks this way that arnt listed
the easiest way to experiment in d3 with textures is this
create a 4 or 5 different textures ones with alpha stages regular pictures
grey scale pictures (heightmaps) and a normal map
now create a blank material fie
like this
textures/mine/1
{
}
and save that in the materials folder
now in editor add your blank texture to a wall or brush
hit
f7 --render
f6 --animate
&
f4 -realtime
of course it shows up black
go to the console tab of the entity inspector window
at the bottom field type
editdecls
short for eddit decclarations
this will open an editor
click on materials to expand it then browse to textures and finally browse to your texutre
click edit
everytime you make a change click test it will show the change in your doom3 editor renderview
this way you can check your changes realtime output in editor
I learned alot of tricks that way
_________________
it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell