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— | ded:reflection [2017-03-16 07:13] (current) – skyjake | ||
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+ | ====== Reflection (DED) ====== | ||
+ | |||
+ | Any surface (flats or walls) can be rendered with [[shiny surface]] properties. This allows for some very interesting tricks to be created such as specular " | ||
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+ | |||
+ | ===== Syntax ===== | ||
+ | |||
+ | Reflection | ||
+ | { | ||
+ | | ||
+ | # The wall texture this reflection will be associated with. A | ||
+ | # reflection can only be associated with either a texture or a | ||
+ | # flat, not both. | ||
+ | Flat = ""; | ||
+ | # The flat this reflection will be associated with. | ||
+ | Flags = flaga | flagb | flagc etc... | ||
+ | # NEW in 1.9.0-beta6 | ||
+ | # noiwad: Don't use this reflection if the resource is loaded from an IWAD. | ||
+ | # pwad: This reflection can be used with PWAD resources (for example custom textures). | ||
+ | # ext: This reflection can be used with external resources. | ||
+ | | ||
+ | # One of the bm_* flags defined in Flags.ded. By default | ||
+ | # reflections use additive blending. | ||
+ | | ||
+ | # Strength of the shiny effect. 1.0 is the maximum value. This | ||
+ | # is used as the alpha component when doing blending. | ||
+ | Min color { 0.0 0.0 0.0 } | ||
+ | # By default the shiny effect uses sector light as the basic color | ||
+ | # of the effect. The Min color RGB values (0..1) can be used to | ||
+ | # set a minimum light level for the effect so it'll show up even | ||
+ | # in very dark sectors. | ||
+ | Shiny map = ""; | ||
+ | # Name of the external resource that is used as the shiny map for | ||
+ | # this reflection. By default the resource is searched in the | ||
+ | # LightMaps resource directory. The shiny map is mapped onto | ||
+ | # reflecting surfaces using a mapping that resembles cylindrical | ||
+ | # environment mapping. The dimensions of the map must be powers | ||
+ | # of two, for example 128 x 64 or 32 x 128. | ||
+ | Mask map = ""; | ||
+ | # Name of the external resource that is used to mask out the | ||
+ | # shininess of a surfaces. The mask map is mapped onto surfaces | ||
+ | # using the same texture coordinates that are used for mapping | ||
+ | # regular textures. The darker the texel in the mask, the fainter | ||
+ | # the reflection becomes. The dimensions of the map must be powers | ||
+ | # of two, for example 128 x 64 or 32 x 128. | ||
+ | Mask width = 1.0; | ||
+ | # A factor for the width of the mask. This can be used to make the | ||
+ | # mask span beyond the mapping of the regular texture of the | ||
+ | # surface. For example, consider a surface with a texture that is | ||
+ | # 64 texels wide. Regardless of the mask's horizontal resolution, | ||
+ | # the mask is always mapped onto the regular texture so that their | ||
+ | # edges overlap. If the mask width value is 1.0, the mask is as | ||
+ | # wide as the 64 texel original texture. If mask width is increased | ||
+ | # to 2.0, the mask is mapped so that it is as wide as a 128 texel | ||
+ | # texture. | ||
+ | Mask height = 1.0; | ||
+ | # A factor for the height of the mask. | ||
+ | } | ||
+ | |||
+ | |||