gaqtracking.blogg.se

Cube 2 sauerbraten skins
Cube 2 sauerbraten skins









cube 2 sauerbraten skins

Little to no directional shading baked into it, whereas flat diffuse skins (no bumpmapping) generally should,Īnd this command allows you to provide a separate skin for the bumpmapping case. However a diffuse skin intended for bumpmapping should generally have Otherwise the skin supplied with "md3skin" takes precedence and no bumpmapping is done. Used instead of the skin supplied with the "md3skin" command only if the user's 3D card supports bumpmapping, S is the path to a diffuse skin texture which is (if specified) Of the mesh you want to assign bumpmapping textures to. This command enables bumpmapping for a given mesh in the last loaded model (md3load).

cube 2 sauerbraten skins

The intensity,Īfter scaled into this range, is then multiplied by the chrome map. (a Fresnel term that is maximal at glancing angles, minimal when viewed dead-on). Values in the range of 0 to 1, and specify the range in which the envmapping intensity will vary based on a viewing angle E (maximum envmap intensity) and F (minimum envmap intensity, default: 0) are floating point If E is non-zero, then the blue channel of the masks is The optional M sets a texture for spec (red channel)/glow S is the path to the texture, its recursive Of the mesh you want to assign the texture to. This loads a texture and assigns it to a mesh of the last loaded model (md3load). By default,Īll model parts have S=1, O=0, M=-360, and N=360, such that the model part will pitch one-to-one. The pitch (in degrees) is scaledīy S, offset by O, and then clamped to the range M.N, i.e. This command controls how a model responds to the model's pitch. P is the path to the md3 file to load, its relative to the location of the As an example, this could be the head.md3 This command loads the first part of your model. Theįollowing commands may be used in the md3.cfg: This file specifies which models should be loaded, linked, etc. You must place a md3.cfg in a directory in Possibilities, need to be set up this way. MD3 files with animations multiple skins, or if you want to make use of other configuration This allows the sharing of skins and geometry. Packages/models/flags/red/, then it will look for tris.md3 in The engine will apply it automatically.įor example, if for the flags/red model, the tris.md3 is not found in Masks.jpg that holds a specmap in the R channel, a glowmap in the G channel, and aĬhrome map in the B channel. Or skin.png) and the md3 itself ( tris.md3). Located in a directory in packages/models/, and provide a skin (either skin.jpg Go this way if your md3 has no animations (static) and takes only one texture, they must be Second would look like: md2anim "pain" 50 6 30 MD3 Format P specifies an optional priority for the animation (defaults to P=0).įor example, defining a "pain" animation starting at frame 50 with 6 frames and running at 30 frames per If none is specified,ġ0 FPS is the default. S is the optional frames per second at which to run the anim. M is the number of frames in theĪnimation. Any of the following names may be used:į is the frame number the animation starts at. N is the name of the animation to define. The following commands may be used in an md2.cfg: You may also supply a config file ( md2.cfg) in your model directory, which allows you toĬustomize the model's animations. It is expected that md2 format files use Quake-compatible scale and animations, unless you configure the model otherwise. Packages/models/flags/red/, then it will look for tris.md2 in packages/models/flags/. If either of these files is not found, the engine will search the parent directory for them.įor example, if for the flags/red model, the tris.md2 is not found in In the G channel, and a chrome map in the B channel. Optionally you may provide a masks.jpg that holds a specmap in the R channel, a glowmap (either skin.jpg or skin.png) and the md2 itself ( tris.md2). MD2 files must be located in a directory in packages/models/, you must provide a skin











Cube 2 sauerbraten skins