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@illwieckz illwieckz commented Sep 16, 2025

This doesn't fix any bug neither bring new features, it just does things in a better way.

  • urcheon: properly copy the transparent tga
    The transparent image is used in editor. An 1×1 TGA is the smallest image format.
  • materials: use map instead of diffuseMap, there is no lightmap to use
  • materials: use engine builtin images
  • materials: rewrite portal and mirror using a builtin image

It requires:

Even though it is not required to merge that engine PR on for-0.56.0/sync, we should not distribute this change in a point release as older engines would not render those materials properly.

@illwieckz illwieckz changed the base branch from master to for-0.56.0/sync September 16, 2025 01:32
@illwieckz illwieckz changed the title Illwieckz/materials Rewrite the common and color shaders in a better way Sep 16, 2025
@illwieckz illwieckz changed the title Rewrite the common and color shaders in a better way Rewrite the common and colors shaders in a better way Sep 16, 2025
@illwieckz illwieckz changed the title Rewrite the common and colors shaders in a better way rewrite the common and colors shaders in a better way Sep 16, 2025
surfaceparm nodraw
surfaceparm trans

{
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Why are you adding a stage?

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Likely a rebase mess.


{
map textures/shared_colors_src/red_d
map $red
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If you ask me _red should be nuked. Just use rgbgen const (1 0 0)

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@illwieckz illwieckz Sep 17, 2025

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Done.

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Now all the colors shaders use either:

  • $white (white)
  • $black (black)
  • $white + rgbgen const (all remaining colors)
  • no stage (fully transparent)

None of the colors images are now expected to be loaded by the Dæmon engine. They are shipped to be used as qer_editorImage which is meant to be used by both the NetRadiant editor end the Q3map2 map compiler (qer_editorImage being the only syntax meant to be understood by them).

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3 participants