View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0006057 | DarkRadiant | GUI | public | 01.08.2022 19:28 | 13.01.2024 05:31 |
| Reporter | Dragofer | Assigned To | greebo | ||
| Priority | normal | Severity | trivial | Reproducibility | always |
| Status | closed | Resolution | fixed | ||
| Product Version | 3.0.0 | ||||
| Target Version | 3.1.0 | Fixed in Version | 3.1.0 | ||
| Summary | 0006057: Light Texture Preview should display editor images if present | ||||
| Description | When browsing through light textures, the light inspector (accessed by pressing L with a light selected) ignores qer_editorimage and shows one of the actual images used in the material instead. The Media Browser will show the editorimage. This makes it harder to give an idea of what to expect from a light material. | ||||
| Steps To Reproduce | 1) Download and place the attached tdm_fogs.mtr in your base install directory, which contains an attempt to add an editorimage to fogs/real_fog. The actual functional material stage uses textures/common/nodraw in this example. 2) Start DR, create a light, press L to open the light inspector. 3) Navigate to fogs/real_fog in the list of available light shaders. The preview is textures/common/nodraw, even though it should use a similar image as the neighbouring fog materials. 4) Close the light inspector and look up fogs/real_fog in the Media Browser. Here it uses the correct editor image. | ||||
| Additional Information | Updated the title, since the situation was already different in 3.1.0 (all texture previews showed the stage map instead of the editor image). I'll change the behaviour to prefer displaying the editor image if it's present, otherwise it will display the first stage's image map (like before). | ||||
| Tags | No tags attached. | ||||
| Attached Files | tdm_fogs.mtr (5,173 bytes)
// vim:ts=4:sw=4:cindent
fogs/real_fog
{
noShadows
blendLight
description "A blend light instead of a foglight. Works best when covering the entire map and bound to the player, but can also look better (no artefacts) than real foglights. Does not fog any postprocess surface, like water or sky. These need to be colored sep. to match the fog color, either by using custom materials on them, or by putting a patch over them with textures/darkmod/fogs/real_fog_layer_moving on it."
qer_editorimage textures/fog/realfog
{
blend add
//map textures/fog/realfog_thinner
map textures/common/nodraw //suppress console warning. The actual image has been missing for years, so mappers have been using the material without an image all this time anyway
zeroclamp // make sure it doesn't bleed over the edges
}
}
// Tels 2010-09-23
fogs/real_fog_moving
{
description "A blend light instead of a foglight. Works best when covering the entire map and bound to the player, but can also look better (no artefacts) than real foglights. Does not fog any postprocess surface, like water or sky. These need to be colored sep. to match the fog color, either by using custom materials on them, or by putting a patch over them with textures/darkmod/fogs/real_fog_layer_moving on it."
noShadows
blendLight
{
blend add
map textures/fog/realfog
zeroclamp // make sure it doesn't bleed over the edges
}
{
blend add
map textures/lights/clouds.tga
scroll time * (parm5 + 1) * 0.008, 0
}
}
// Tels 2010-09-23
fogs/real_fog_thin_moving
{
description "Thin version of real_fog_moving, usable for swamp areas. Set 'shaderParm5' to set the moving speed, values around 1 look good. Set 'shaderParm6' to control the density, values from 0 to 0.90. A blend light instead of a foglight. Works best when covering the entire map and bound to the player, but can also look better (no artefacts) than real foglights. Does not fog any postprocess surface, like water or sky. These need to be colored sep. to match the fog color, either by using custom materials on them, or by putting a patch over them with textures/darkmod/fogs/real_fog_layer_moving on it."
noShadows
blendLight
{
blend add
map textures/fog/realfog_thin
rgb 0.01 + parm6 // thin it out
zeroclamp // make sure it doesn't bleed over the edges
}
{
blend add
map textures/lights/clouds.tga
rgb 0.4 + parm6 / 2 // thin it out
scroll time * parm5 * 0.008, 0
}
}
// Tels 2010-09-23
textures/darkmod/fogs/real_fog_layer_moving
{
description "Apply to a thin patch to get a moving layer of fog. Set 'shaderParm5' on the entity to set the moving speed, values around 1 look good."
noShadows
translucent
twosided
{
blend add
map textures/fog/realfog_thin
rgb 0.05 + parm6 // thin it out
zeroclamp // make sure it doesn't bleed over the edges
}
{
blend add
map textures/lights/clouds.tga
scroll time * parm5 * 0.008, 0
rgb 0.5 + parm6 / 2 // thin it out
zeroclamp // make sure it doesn't bleed over the edges
}
}
fogs/basicFog
{
noShadows
fogLight // tell the engine it is fog and not a light
{
map _fog // the internal fog image
colored // take RGBA from entity shaderparms
}
}
fogs/glare
{
description "Glare SFX fog light"
blendLight
noShadows
lightFalloffImage lights/squarelight1a
{
blend add // add on top of alpha blend on surfaces
map lights/squarelight1
zeroclamp // make sure it doesn't bleed over the edges
colored // take RGBA from entity shaderparms
}
}
fogs/glare2
{
description "Glare SFX fog light"
blendLight
noShadows
lightFalloffImage lights/squarelight1a
{
blend add // add on top of alpha blend on surfaces
map lights/spot01
zeroclamp // make sure it doesn't bleed over the edges
colored // take RGBA from entity shaderparms
}
}
tdm_fogs/cloud_fog
{
description "Cloudy foglight, which can be colored."
fogLight // tell the engine it is fog and not a light
noShadows
{
map lights/spot01
colored // take rgba from entity shaderparms
}
}
// legacy fog material
fogs/delta1_fog
{
fogLight
noShadows
{
map _fog
alpha 0.5
colored
}
}
fogs/lava_fog
{
noShadows
blendLight
{
blend add
map textures/fog/lavafog
zeroclamp // make sure it doesn't bleed over the edges
}
}
////////////////Usage//////////////////////
/*
// sets up the fog for this level - make a map script with this in it. -- Dram
// created from an example on www.doom3world.org
void setup_objects()
{
entity foglight;
$foglight = sys.spawn( "light" );
$foglight.setShader( "fogs/lava_fog" );
$foglight.setRadius( 15850 );
$foglight.bindPosition( $player1 );
$foglight.setOrigin( '0 0 0' );
}
// function that executes when script is loaded
void main ()
{
setup_objects ();
sys.print( "Fog created!\n" );
}
*/
fogs/pitFog_to_black
{
lightFalloffImage lights/xfalloff.tga
fogLight // tell the engine it is fog and not a light
noShadows
{
map _fog // the internal fog image
colored // take rgba from entity shaderparms
}
}
| ||||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 01.08.2022 19:28 | Dragofer | New Issue | |
| 01.08.2022 19:28 | Dragofer | File Added: tdm_fogs.mtr | |
| 01.08.2022 19:28 | Dragofer | Description Updated | |
| 06.08.2022 05:02 | greebo | Status | new => confirmed |
| 06.08.2022 05:04 | greebo | Summary | Light inspector doesn't use editor images => Light Texture Preview should display editor images if present |
| 06.08.2022 05:04 | greebo | Additional Information Updated | |
| 06.08.2022 05:04 | greebo | Target Version | => 3.1.0 |
| 06.08.2022 05:05 | greebo | Changeset attached | => DarkRadiant master 763e80c2 |
| 06.08.2022 05:05 | greebo | Assigned To | => greebo |
| 06.08.2022 05:05 | greebo | Status | confirmed => assigned |
| 06.08.2022 05:05 | greebo | Status | assigned => resolved |
| 06.08.2022 05:05 | greebo | Resolution | open => fixed |
| 06.08.2022 05:05 | greebo | Fixed in Version | => 3.1.0 |
| 13.01.2024 05:31 | greebo | Status | resolved => closed |