diff --git a/Shader-Changes.md b/Shader-Changes.md index 46b7a77..b0999e0 100644 --- a/Shader-Changes.md +++ b/Shader-Changes.md @@ -10,12 +10,37 @@ The problem is that materials still using the original shaders won't use Mapbase This isn't *too* bad since it only needs the VMTs (plain-text material files) to be changed, not the VTFs (actual texture files). Mapbase also already comes with converted versions of all of Half-Life 2/EP1/EP2's VMTs, neatly packed in VPKs and staying at about 2-3 MB total, so you'd only have to worry about this if you're adding custom materials or mounting materials from another game. Mapbase also provides an "installer" that can automatically change all of the materials in a directory to the new shaders. -You could potentially get away with using the original shaders, as there's nothing inherently wrong with them, but they wouldn't look right if they're blended in with modded shaders. (radial fog and projected texture changes in particular would make them look weird) Rope materials also require the `SDK_Cable` shader due to some other code changes that make the original `Cable` unusable. +You could potentially get away with using the original shaders if you don't need Mapbase's shader changes, as there's nothing inherently wrong with them, but they wouldn't look right if they're used alongside modded shaders because features like radial fog and projected texture changes would make them look weird. Rope materials also require the `SDK_Cable` shader due to some other code changes that make the original `Cable` unusable. --- -## Actual Shader Changes +# Actual Shader Changes -These are the changes Mapbase includes for its new shaders: +**These are the changes Mapbase makes with its custom shaders:** -(todo) \ No newline at end of file +--- +### Insolence's Alien Swarm/C17:EP1 projected textures +Mapbase uses Alien Swarm/City 17: Episode One projected texture changes from Insolence's repository. You can find more information on [the dedicated article](Projected-textures). +
+ +
+ +--- +### Downfall's Alien Swarm radial fog +Mapbase uses Half-Life 2: Downfall's implementation of Alien Swarm's radial fog, as opposed to Half-Life 2's planar fog. This means fog is calculated radially and doesn't change as you rotate the camera. + +--- +### C17:EP1's phong on LightmappedGeneric +Mapbase uses City 17: Episode One's phong on LightmappedGeneric, ported from Insolence's repository. I still haven't figured out what it's supposed to look like. + +--- +### Alien Swarm ropes (SplineRope) +Mapbase uses Alien Swarm ropes from Half-Life 2: Downfall, including both the SplineRope shader and keyframe_rope itself. + +--- +### $blendmodulatetexture fixes +Mapbase fixes $blendmodulatetexture not appearing under a flashlight, not working with transforms, and lets it show up in Hammer. It also uses Alien Swarm's shader code. + +--- +### $phongdisablehalflambert +Mapbase ports this parameter from Alien Swarm, which allows $phong to be used without $halflambert. \ No newline at end of file