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

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still construction, thanks for your patience :)
  
 
=<center>TXMT/Parameters/CategorisedList/floor</center>=
 
=<center>TXMT/Parameters/CategorisedList/floor</center>=
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The floor material type responsible for activating floor caustic animations.  CausticsGeneratorMaterial is necessary to activate it for the caustics animation to work.
 
The floor material type responsible for activating floor caustic animations.  CausticsGeneratorMaterial is necessary to activate it for the caustics animation to work.
 
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* Floor
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* FloorReflective
 
* FloorReflective
There was an attempt to make reflective floor tiles before the base game release, but just was just abandoned leaving only this insignificant slight bit of source.
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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.
 
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<pre>
 
#beginshader FloorReflective
 
#beginshader FloorReflective

Revision as of 14:40, 18 April 2007

Links back to the txmt Parameter Listings

* Alphabetically Sequenced List

* Categorised List

still construction, thanks for your patience :)

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


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