Difference between revisions of "TXMT/Parameters/CategorisedList/floor"

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==References (Codes)==
 
==References (Codes)==
* [http://www.sims2wiki.info/wiki.php?title=Talk:ShaderPool ShaderPool]
+
* [[Talk:ShaderPool]]
* [http://www.sims2wiki.info/wiki.php?title=Talk:ShaderFloor ShaderFloor]
+
* [[Talk:ShaderFloor]]
* [http://www.sims2wiki.info/wiki.php?title=Talk:ShaderFloorPS ShaderFloorPS]
+
* [[Talk:ShaderFloorPS]]
 +
 
 +
==Parameters==
 +
 
 +
* [[TXMT/Parameters/floorCausticsPass]]
 +
* [[TXMT/Parameters/floorGridAlpha]]
 +
* [[TXMT/Parameters/floorHighlightIntensity]]
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* [[TXMT/Parameters/floorHighlightOn]]
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* [[TXMT/Parameters/floorLayer]]
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* [[TXMT/Parameters/floorMaterialScaleU]]
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* [[TXMT/Parameters/floorMaterialScaleV]]
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* [[TXMT/Parameters/floorRenderStyle]]
 +
* [[TXMT/Parameters/gridLayer]]
 +
* [[TXMT/Parameters/lightMapAvailable]]

Revision as of 15:11, 18 April 2007

Links back to the txmt Parameter Listings

* Alphabetically Sequenced List

* Categorised List

still construction, thanks for your patience :)

Contents

TXMT/Parameters/CategorisedList/floor

There're 3 known material shaders and several floor material types with their designed pathways to control these floor graphical elements.

Material Types & Groups

Most are found not in txmt but matShad except those marked with []. However, it never means they must not be used in txmt. :P

The floor material type responsible for activating floor caustic animations. CausticsGeneratorMaterial is necessary to activate it for the caustics animation to work.

  • Floor


  • FloorReflective

There was an attempt to make reflective floor tiles before the base game release, but was just abandoned leaving only this insignificant slight bit of source.

#beginshader FloorReflective
#description Basic floor tile shader with reflection; texture + floor gradient + shadows
#extraparam float floorMaterialScaleU 1 0.125 64 ; no. tiles to map for U axis, use any positive number
#extraparam float floorMaterialScaleV 1 0.125 64 ; no. tiles to map for V axis, use any positive number
#extraparam float reflectStrength 1 0 1 ; strength of reflection, in range 0 to 1

set ratioH 1   # default material parameter value
set ratioW 1   # default material parameter value
set useReflectionFloors 0 # default material parameter value
define FloorReflective()
	material
		shader
			#reflective floors are currently dead. might ressurect them in an expansion pack
				
		end
	end
enddef


References (Codes)

Parameters

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