Complete list of shader keywords¶
Note: You can append a :q3map suffix to a shader name to make q3map2 use the shader but the engine ignore it.
Note: This list does not contain all possible shader keywords, but just those that q3map2 uses for anything. More keywords are likely to be supported by your engine. Check the documentation or the source code of your engine on this.
Inside shader stages¶
maptexture: loads a texture and displays it repeatingclampMaptexture: loads a texture and displays it non-repeatinganimMapfps texture texture...: loads an animation and displays it repeatingclampAnimMapfps texture texture...: loads an animation and displays it non-repeatingmapComptexture: ???mapNoComptexture: ???
In the shader preamble:¶
cull none,cull disable,cull twosided: treat the surface as two sided for lightingdamageShadershadername: sets the given shader as damage shader (for SoF2 mods)fogparms...: marks the brush as a fog volume; otherwise handled by the engineimplicitBlend: ???implicitMap: ???implicitMask: ???lightshadername: sets the given shader as flare shaderpolygonoffset: enable polygon offsetq3map_backShadershadername: sets the given shader as shader for back facesq3map_backsplashpercent distance: configures light backsplash (self-surfacelight)q3map_baseShadershadername: inherit parameters from a shaderq3map_bounceF,q3map_bounceScaleF: scales the intensity of radiosityq3map_clipmodel: ???q3map_cloneShadershadername: ???q3map_colorGen: FIXME laterq3map_deprecateShadershadername: ???q3map_flareshadername,q3map_flareShadershadername: sets the given shader as flare shaderq3map_floodLightr g b dist intensity power: overrides the global floodlight parametersq3map_fogDir( x y z ): sets the direction a fog shader fades from transparent to opaqueq3map_foliagepath scale density odds invertalpha: ???q3map_forceMeta: forces brush faces and/or triangle models to go through the metasurface pipelineq3map_forceSunlight: ???q3map_furlayers offset fade: ???q3map_globaltexture: ???q3map_indexed: ???q3map_invert: inverts the direction from which the face is visibleq3map_lightRGBr g b: overrides the light color of the textureq3map_lightStyleN: sets the light style (SoF2, JK2)q3map_lightSubdivideN: subdivision interval forq3map_surfacelightq3map_lightmapAxisaxis: sets the lightmap axis to one ofx,y,z(useful for terrain)q3map_lightmapBrightnessF,q3map_lightmapGammaF: overrides lightmap brightnessq3map_lightmapFilterRadiusself other: ???q3map_lightmapMergable: allows merging the lightmap with other surfaces on another planeq3map_lightmapSampleOffsetF: multiplies samplesize by a factorq3map_lightmapSampleSizeN: overrides samplesizeq3map_lightmapSizeN: overrides the lightmap size (forces an external lightmap for this surface)q3map_materialmaterialname: ???q3map_noFast: disable-faststyle lighting for this surfaceq3map_noVertexLight: turns off vertex lighting for this surfaceq3map_noVertexShadows: ???q3map_noclip: do not clip the surface by the BSP treeq3map_nofog: ???q3map_nonplanar: marks the surface as nonplanar for meta surface mergingq3map_notjunc: do not do t-junction eliminationq3map_offsetF: ???q3map_onlyVertexLighting: same as usingsurfaceparm pointlightq3map_patchShadows: force shadowing from patches using this shaderq3map_remapShadershadername: ???q3map_shadeAngleF: sets the shading angle for nonplanar surfacesq3map_skyLightvalue iterations: sets the amount of sky light from this surfaceq3map_splotchfix: ???q3map_styleMarker2: ???q3map_styleMarker: ???q3map_sunextr g b intensity degrees elevation deviance samples: sets an unsharp sun for the mapq3map_sunr g b intensity degrees elevation,sunr g b intensity degrees elevation: sets a sharp sun for the mapq3map_surfacelightF: sets the amount of surface light from this surfaceq3map_surfacemodelpath density minscale maxscale minangle maxangle oriented: randomly place models on the surfaceq3map_tcGen ivector( sx sy sz ) ( tx ty tz ): same asq3map_tcGen vectorbut with inverted valuesq3map_tcGen vector( sx sy sz ) ( tx ty tz ): overrides texcoords based on world coordinates (for terrain)q3map_tcMod rotatea: rotates the textureq3map_tcMod scales t: multiplies texcoords by factorsq3map_tcMod translates t: translates texcoords by a vectorq3map_terrain: ???q3map_textureSizewidth height: overrides the texture size for texcoordsq3map_vertexScaleF: scales vertex lighting amount by a factorq3map_vertexShadows: ???qer_editorImagetexture: sets the texture to show for radiantqer_lightImagetexture: sets the image to take the light color fromqer_normalImagetexture: sets the normal map for bump mappingskyparmsouterimage cloudheight innerimage: loads a skyboxsurfaceparmalphashadow: use the alpha channel of the shader image as shadow masksurfaceparmareaportal: ???surfaceparmbotclip: ???surfaceparmclusterportal: ???surfaceparmdetail: ignore this surface for vissurfaceparmdonotenter: ???surfaceparmfog: ???surfaceparmhint: use this surface as a hint to generate BSP splitssurfaceparmlava: Stef hates this brushsurfaceparmlightfilter: use the color channel of the shader image as shadow masksurfaceparmmonsterclip: monsters can't go through this brush, but shots cansurfaceparmnodraw: do not generate draw surfacessurfaceparmnodrop: items can't be dropped on this brushsurfaceparmnolightmap,surfaceparmpointlight: do not lightmap this surfacesurfaceparmnomarks: this surface is stain freesurfaceparmnonsolid: do not make this surface solidsurfaceparmorigin: the center of this brush shall be the origin of this brush modelsurfaceparmplayerclip: players can't go through this brush, but shots cansurfaceparmsky: this surface shows the skyboxsurfaceparmslime: this brush contains more poisonous stuff than dihydrogene monoxidesurfaceparmstructural: use this surface for vissurfaceparmtrans: cast no shadowssurfaceparmtrigger: this is a trigger brush (translucent and solid)surfaceparmwater: this brush contains dihydrogene monoxidetessSizeF,q3map_tessSizeF: subdivides the polygons to ensure no parts are larger than the given size