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Doom 3 editor camera
Doom 3 editor camera












This is the image used in the texture window, as well as in the 3D

doom 3 editor camera

Tells Radiant which image to use in the editor. The first key word we see is qer_editorimage, which The global section begins right after the open curly brace. If you chose to put this in another type of file, you would need the 'material' keyword. Notice the absence of a 'material' keyword. The first line is the name of the material (which in this case also happens to be the name of the diffuse map).

doom 3 editor camera

Specularmap textures/alphalabs/a_lfwall21b_s Qer_editorimage textures/alphalabs/a_lfwall21bīumpmap textures/base_wall/lfwall21_localĭiffusemap textures/alphalabs/a_lfwall21b Let's look at a simple material (some random wall in the alpha labs): In Doom 3 the order is not quite as simple because of the way the lighting system works, butįor the most part, they are still rendered in order. In Quake3 the stages were prettyĮasy to understand because the engine rendered them in order: stage 1, then stage 2, then stage 3,Įtc.

doom 3 editor camera

The global section,Īs the name implies, sets properties that affect all the stages. Every material file has a global section, followed by one or more stages.














Doom 3 editor camera