Previous Index Next
5. Editor specific shader instructions
These instructions only affect the texture when it is seen in the Q3Radiant editor. They should be grouped with the surface parameters but ahead of them in sequence.
5.1 qer_editorimage < texture path/texturename>
This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example 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.
Design Notes: The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having to create a new piece of TGA art for each new shader.
textures/liquids/lavahell2 //path and name of new texture
//based on this
//cannot be cut by CSG subtract
//projectiles do not hit it
//has the game properties of lava
//environment lighting does not affect
//light is emitted
//relatively large triangles
//no sides are removed
deformVertexes wave 100 sin 5 5 .5 0.02
fogparms 0.8519142 0.309723 0.0 128 128
//base texture artwork
tcMod turb .25 0.2 1 0.02
//texture is subjected to turbulence
tcMod scroll 0.1 0.1
//the turbulence is scrolled
A brush marked with this instruction will not be affected by CSG subtract functions. It is especially useful for water and fog textures.
5.3 qer_trans <value>
This parameter defines the percentage of transparency that a brush will have when seen in the editor (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.
Previous Index Next
Quake 3: Arena Shader Manual Copyright 1999 id Software, Inc.
Revision 12 December 23, 1999
HTML by Jason Heppler
HTML Linking by Matthew "Bushboy" Trow