Call of Duty 5: Tool Textures: Difference between revisions
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<div style="border:1px solid #AAAAAA; background-color: #404043; padding: 10px;"><center>[[Image:Under_Construction_Small.png]]<font size="4" color="red">** INCOMPLETE ** WORK IN PROGRESS **</font></center></div> | <div style="border:1px solid #AAAAAA; background-color: #404043; padding: 10px;"><center>[[Image:Under_Construction_Small.png]]<font size="4" color="red">** INCOMPLETE ** WORK IN PROGRESS **</font></center></div> | ||
<br> | <br> | ||
=Clipping Textures = | |||
'''Clipping textures''' are used to block a player or NPC (Non Playable Character) or to add collision to a static model. | '''Clipping textures''' are used to block a player or NPC (Non Playable Character) or to add collision to a static model. | ||
== Blocking == | |||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
== Materials == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== No Sight == | |||
'''No Sight''' means that in Singleplayer the NPCs will not be able to see through the clip. | '''No Sight''' means that in Singleplayer the NPCs will not be able to see through the clip. | ||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== Water == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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| This texture will create the sound of walking in water when the player walks on the clipped surface. This clip must to be '''on''' the same plane of the ground to work properly. | | This texture will create the sound of walking in water when the player walks on the clipped surface. This clip must to be '''on''' the same plane of the ground to work properly. | ||
|} | |} | ||
Example: You have a small creek. Make a duplicate of the creek bottom terrain patch. Apply the ''clip_water_player'' texture to the terrain and place it directly on top of the terrain you made a copy from. | |||
=Editing Textures = | |||
'''Editing Textures''' are used in the editor for building purposes. | '''Editing Textures''' are used in the editor for building purposes. | ||
== Caulk Textures == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
Example: If you have a roof of a building that is caulked to save polygons because the player would not see it, but sunlight enters the interior, then ''caulk_shadow'' is applied to block the sun light. | |||
== Lighting == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== Lightmaps == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
The following are used in cases when one lightmap carries over the lightmap information to another lightmap causing a lighting error. Applying these will separate the lightmap making it unique. | |||
The following are used in cases when one lightmap carries over the lightmap information to another lightmap causing a lighting error.<br>Applying these will separate the lightmap making it unique. | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== Portaling == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== No Draw == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== Smoothing == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
=Trigger Textures = | |||
These textures are meant to help the Designer identify a trigger's function. They are only visible in the Editor. | These textures are meant to help the Designer identify a trigger's function. They are only visible in the Editor. | ||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
=Functionable Textures = | |||
These textures can be applied to a brush to add functionality to an object. | These textures can be applied to a brush to add functionality to an object. | ||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
=Miscellaneous = | |||
These textures can be applied to a brush to add functionality to an object. | These textures can be applied to a brush to add functionality to an object. | ||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== Obsolete textures == | |||
These are textures that once had a function but no longer are used in CoD4Radiant. | These are textures that once had a function but no longer are used in CoD4Radiant. | ||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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|} | |} | ||
== Textures not yet categorized (WIP) == | |||
{| border='0' width='100%' | {| border='0' width='100%' | ||
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[[Category:Textures]] | [[Category:Textures]] | ||
[[Category:Mapping]] | [[Category:Mapping]] | ||
[[Category:Tools]] |
Latest revision as of 14:35, 15 July 2010
List of availiable Tool Textures in Radiant COD5.
Clipping Textures
Clipping textures are used to block a player or NPC (Non Playable Character) or to add collision to a static model.
Blocking
Materials
No Sight
No Sight means that in Singleplayer the NPCs will not be able to see through the clip.
Water
Example: You have a small creek. Make a duplicate of the creek bottom terrain patch. Apply the clip_water_player texture to the terrain and place it directly on top of the terrain you made a copy from.
Editing Textures
Editing Textures are used in the editor for building purposes.
Caulk Textures
Example: If you have a roof of a building that is caulked to save polygons because the player would not see it, but sunlight enters the interior, then caulk_shadow is applied to block the sun light.
Lighting
Lightmaps
Texture | Name | Description |
---|---|---|
![]() |
lightmap_grey | Default lightmap texture |
The following are used in cases when one lightmap carries over the lightmap information to another lightmap causing a lighting error.
Applying these will separate the lightmap making it unique.
Texture | Name | Description |
---|---|---|
![]() |
lightmap_blue | |
![]() |
lightmap_cyan | |
![]() |
lightmap_green | |
![]() |
lightmap_purple | |
![]() |
lightmap_red | |
![]() |
lightmap_yellow |
Portaling
No Draw
Smoothing
Trigger Textures
These textures are meant to help the Designer identify a trigger's function. They are only visible in the Editor.
Texture | Name | Description |
---|---|---|
![]() |
trigger | Default texture applied to a brush trigger. When a trigger is created this texture will automatically be applied. |
![]() |
aitrig | Applied to a trigger brush. This is to help the designer to identify which triggers would be activated by a NPC. |
![]() |
ambient | No description yet. |
![]() |
autosave | This is used in single player maps. It's only use is visual to the designer to identify that the trigger is used for autosave. |
![]() |
bcs | Applied to a trigger to have the designer identify that the trigger is used for the Battlechatter System. |
![]() |
flag | No description yet. |
![]() |
friendly_respawn | Applied to a brush trigger to identify the trigger is set to respawn friendly NPCs. |
![]() |
goal_volume | Commonly applied to a brush that is set to keep the NPCs in a controlled area. |
![]() |
kill | Applied to a brush trigger that is set to kill the player. |
![]() |
mine | Applied to a brush trigger that is set to kill the player by stepping on a mine. |
![]() |
spawn_trigger | Applied to a trigger to identify that the trigger will spawn an entity. |
![]() |
stopspawn | Applied to a trigger to identify that the trigger will turn off a spawn. |
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trigger_damage | Applied to a brush trigger to identify that the trigger is set to damage. |
![]() |
trigger_hint | No description yet. |
![]() |
trigger_vision | No description yet. |
![]() |
return_ai_trigger | No description yet. |
![]() |
return_spawner_trigger | No description yet. |
![]() |
safe_area | No description yet. |
![]() |
vehicle_trigger | No description yet. |
![]() |
vehiclegate | No description yet. |
![]() |
volume | No description yet. |
Functionable Textures
These textures can be applied to a brush to add functionality to an object.
Miscellaneous
These textures can be applied to a brush to add functionality to an object.
Obsolete textures
These are textures that once had a function but no longer are used in CoD4Radiant.
Texture | Name | Description |
---|---|---|
![]() |
occluder | No description yet. |
Textures not yet categorized (WIP)
Texture | Name | Description |
---|---|---|
![]() |
auto_adjust | |
![]() |
fog | |
![]() |
indoor_outdoor | |
![]() |
mortar_off | |
![]() |
mortar_on | |
![]() |
origin | |
![]() |
physics_geometry | |
![]() |
skip | |
![]() |
smoke | |
![]() |
transparent | |
![]() |
traverse | |
![]() |
unlock |
--Zeroy. 11:44, 27 January 2009 (UTC)