- **`animMap` fps texture texture...:** loads an animation and displays it repeating
- **`clampAnimMap` fps texture texture...:** loads an animation and displays it non-repeating
- **`mapComp` texture:** ?
- \* **`mapNoComp` texture:**?
+- **`mapNoComp` texture:**?
In the shader preamble:
-----------------------
- **`damageShader` shadername:** sets the given shader as damage shader (for SoF2 mods)
- **`fogparms` ...:** marks the brush as a fog volume; otherwise handled by the engine
- **`implicitBlend`:** ?
- \* **`implicitMap`:**?
+- **`implicitMap`:**?
- **`implicitMask`:** ?
- \* **`light` shadername:** sets the given shader as flare shader
- \* **`polygonoffset`:** enable polygon offset
- \* **`q3map_backShader` shadername:** sets the given shader as shader for back faces
- \* **`q3map_backsplash` percent distance:** configures light backsplash
- \* **`q3map_baseShader` shadername:** inherit parameters from a shader
- \* **`q3map_bounce` F, `q3map_bounceScale` F:** scales the intensity of radiosity
- \* **`q3map_clipmodel`:**?
+- **`light` shadername:** sets the given shader as flare shader
+- **`polygonoffset`:** enable polygon offset
+- **`q3map_backShader` shadername:** sets the given shader as shader for back faces
+- **`q3map_backsplash` percent distance:** configures light backsplash (self-surfacelight)
+- **`q3map_baseShader` shadername:** inherit parameters from a shader
+- **`q3map_bounce` F, `q3map_bounceScale` F:** scales the intensity of radiosity
+- **`q3map_clipmodel`:**?
- **`q3map_cloneShader` shadername:** ?
- \* **`q3map_colorGen`:** FIXME later
- \* **`q3map_deprecateShader` shadername:**?
+- **`q3map_colorGen`:** FIXME later
+- **`q3map_deprecateShader` shadername:**?
- **`q3map_flare` shadername, `q3map_flareShader` shadername:** sets the given shader as flare shader
- **`q3map_floodLight` r g b dist intensity power:** overrides the global floodlight parameters
-- **`q3map_fogDir` :** sets the direction a fog shader fades from transparent to opaque
+- **`q3map_fogDir` ( x y z ):** sets the direction a fog shader fades from transparent to opaque
- **`q3map_foliage` path scale density odds invertalpha:** ?
- \* **`q3map_forceMeta`:** forces brush faces and/or triangle models to go through the metasurface pipeline
- \* **`q3map_forceSunlight`:**?
+- **`q3map_forceMeta`:** forces brush faces and/or triangle models to go through the metasurface pipeline
+- **`q3map_forceSunlight`:**?
- **`q3map_fur` layers offset fade:** ?
- \* **`q3map_globaltexture`:**?
+- **`q3map_globaltexture`:**?
- **`q3map_indexed`:** ?
- \* **`q3map_invert`:** inverts the direction from which the face is visible
- \* **`q3map_lightRGB` r g b:** overrides the light color of the texture
- \* **`q3map_lightStyle` N:** sets the light style
- \* **`q3map_lightSubdivide` N:** subdivision interval for `q3map_surfacelight`
- \* **`q3map_lightmapAxis` axis:** sets the lightmap axis to one of `x`, `y`, `z`
- \* **`q3map_lightmapBrightness` F, `q3map_lightmapGamma` F:** overrides lightmap brightness
- \* **`q3map_lightmapFilterRadius` self other:**?
+- **`q3map_invert`:** inverts the direction from which the face is visible
+- **`q3map_lightRGB` r g b:** overrides the light color of the texture
+- **`q3map_lightStyle` N:** sets the light style (SoF2, JK2)
+- **`q3map_lightSubdivide` N:** subdivision interval for `q3map_surfacelight`
+- **`q3map_lightmapAxis` axis:** sets the lightmap axis to one of `x`, `y`, `z` (useful for terrain)
+- **`q3map_lightmapBrightness` F, `q3map_lightmapGamma` F:** overrides lightmap brightness
+- **`q3map_lightmapFilterRadius` self other:**?
- **`q3map_lightmapMergable`:** allows merging the lightmap with other surfaces on another plane
- **`q3map_lightmapSampleOffset` F:** multiplies samplesize by a factor
- **`q3map_lightmapSampleSize` N:** overrides samplesize
- **`q3map_lightmapSize` N:** overrides the lightmap size (forces an external lightmap for this surface)
- **`q3map_material` materialname:** ?
- \* **`q3map_noFast`:** disable `-fast` style lighting for this surface
- \* **`q3map_noVertexLight`:** turns off vertex lighting for this surface
- \* **`q3map_noVertexShadows`:**?
+- **`q3map_noFast`:** disable `-fast` style lighting for this surface
+- **`q3map_noVertexLight`:** turns off vertex lighting for this surface
+- **`q3map_noVertexShadows`:**?
- **`q3map_noclip`:** do not clip the surface by the BSP tree
- **`q3map_nofog`:** ?
- \* **`q3map_nonplanar`:** marks the surface as nonplanar for meta surface merging
- \* **`q3map_notjunc`:** do not do t-junction elimination
- \* **`q3map_offset` F:**?
+- **`q3map_nonplanar`:** marks the surface as nonplanar for meta surface merging
+- **`q3map_notjunc`:** do not do t-junction elimination
+- **`q3map_offset` F:**?
- **`q3map_onlyVertexLighting`:** same as using `surfaceparm pointlight`
- **`q3map_patchShadows`:** force shadowing from patches using this shader
- **`q3map_remapShader` shadername:** ?
- \* **`q3map_shadeAngle` F:** sets the shading angle for nonplanar surfaces
- \* **`q3map_skyLight` value iterations:** sets the amount of sky light from this surface
- \* **`q3map_splotchfix`:**?
+- **`q3map_shadeAngle` F:** sets the shading angle for nonplanar surfaces
+- **`q3map_skyLight` value iterations:** sets the amount of sky light from this surface
+- **`q3map_splotchfix`:**?
- **`q3map_styleMarker2`:** ?
- \* **`q3map_styleMarker`:**?
+- **`q3map_styleMarker`:**?
- **`q3map_sunext` r g b intensity degrees elevation deviance samples:** sets an unsharp sun for the map
- **`q3map_sun` r g b intensity degrees elevation, `sun` r g b intensity degrees elevation:** sets a sharp sun for the map
- **`q3map_surfacelight` F:** sets the amount of surface light from this surface
- **`q3map_surfacemodel` path density minscale maxscale minangle maxangle oriented:** randomly place models on the surface
-- **`q3map_tcGen ivector` :** same as `q3map_tcGen vector` but with inverted values
-- **`q3map_tcGen vector` :** overrides texcoords based on world coordinates (for terrain)
+- **`q3map_tcGen ivector` ( sx sy sz ) ( tx ty tz ):** same as `q3map_tcGen vector` but with inverted values
+- **`q3map_tcGen vector` ( sx sy sz ) ( tx ty tz ):** overrides texcoords based on world coordinates (for terrain)
- **`q3map_tcMod rotate` a:** rotates the texture
- **`q3map_tcMod scale` s t:** multiplies texcoords by factors
- **`q3map_tcMod translate` s t:** translates texcoords by a vector
- **`q3map_terrain`:** ?
- \* **`q3map_textureSize` width height:** overrides the texture size for texcoords
- \* **`q3map_vertexScale` F:** scales vertex lighting amount by a factor
- \* **`q3map_vertexShadows`:**?
+- **`q3map_textureSize` width height:** overrides the texture size for texcoords
+- **`q3map_vertexScale` F:** scales vertex lighting amount by a factor
+- **`q3map_vertexShadows`:**?
- **`qer_editorImage` texture:** sets the texture to show for radiant
- **`qer_lightImage` texture:** sets the image to take the light color from
- **`qer_normalImage` texture:** sets the normal map for bump mapping
- **`skyparms` outerimage cloudheight innerimage:** loads a skybox
- **`surfaceparm` alphashadow:** use the alpha channel of the shader image as shadow mask
- **`surfaceparm` areaportal:** ?
- \* **`surfaceparm` botclip:**?
+- **`surfaceparm` botclip:**?
- **`surfaceparm` clusterportal:** ?
- \* **`surfaceparm` detail:** ignore this surface for vis
- \* **`surfaceparm` donotenter:**?
+- **`surfaceparm` detail:** ignore this surface for vis
+- **`surfaceparm` donotenter:**?
- **`surfaceparm` fog:** ???
- **`surfaceparm` hint:** use this surface as a hint to generate BSP splits
- **`surfaceparm` lava:** Stef hates this brush
- **`surfaceparm` lightfilter:** use the color channel of the shader image as shadow mask
-- **`surfaceparm` monsterclip:** monsters can't go through this brush, but shots can
+- **`surfaceparm` monsterclip:** monsters can’t go through this brush, but shots can
- **`surfaceparm` nodraw:** do not generate draw surfaces
-- **`surfaceparm` nodrop:** items can't be dropped on this brush
+- **`surfaceparm` nodrop:** items can’t be dropped on this brush
- **`surfaceparm` nolightmap, `surfaceparm` pointlight:** do not lightmap this surface
- **`surfaceparm` nomarks:** this surface is stain free
- **`surfaceparm` nonsolid:** do not make this surface solid
- **`surfaceparm` origin:** the center of this brush shall be the origin of this brush model
-- **`surfaceparm` playerclip:** players can't go through this brush, but shots can
+- **`surfaceparm` playerclip:** players can’t go through this brush, but shots can
- **`surfaceparm` sky:** this surface shows the skybox
- **`surfaceparm` slime:** this brush contains more poisonous stuff than dihydrogene monoxide
- **`surfaceparm` structural:** use this surface for vis