![]() |
![]() |
Texture Reflectivity
-texscale
-oldtexscale
Texture Formats
Locating Textures
-game
-gamedir
-moddir
![]() |
![]() |
![]() |
Qrad3 uses the game's textures to compute the color of light reflected & emitted by surfaces. ArghRad will display a table of these rgb color values when run with the -v (verbose) command-line option. The reflectivity (ref) value is the raw average color of all pixels in the texture (on a 0-1 scale). The emitted (emit) value is the lighting color if the texture casts light. This emitted value can be very useful for matching a texture's color in other settings.
![]() |
![]() |
||
-texscale scale |
location: command-line version: 3.00 | ||
scale: > 0 |
default (Quake2): 2 default (other): 1 |
||
Scales the texture reflectivity values by the given number. The default
setting for Quake2 maps is 2.0, and 1.0 for other games. Resulting
reflectivities that become too bright are scaled back down into the valid
range |
|||
no example image | no example map | ||
![]() |
![]() |
![]() |
![]() |
||
-oldtexscale |
location: command-line version: 3.00 | ||
no values | default: disabled (use new texscale) | ||
Uses the old method for scaling the texture reflectivity values.
Non-Quake2 map reflectivities are not scaled. Quake2 map reflectivities
are scaled by 2.0, but only if the resulting value will not exceed the
valid range |
|||
no example image | no example map | ||
![]() |
![]() |
ArghRad can process a number of different texture formats. The following formats are supported (in order of search priority): .TGA (32 & 24-bit), .JPG, .M32, .M8, .PCX, and .WAL.
ArghRad needs to know the location of the base data directory to find the textures (and pics/colormap.pcx for Quake2). It tries to locate these directories automatically from the map's full filepath. There are options to specify these if it cannot find them itself.
ArghRad has the ability to read textures (and colormap) directly from inside the pak files. It first looks for unpacked files under the mod directory (if available), then reverse-alphabetically in any mod paks (if available), then for unpacked textures under the base directory, then finally reverse-alphabetically in the game paks. To take full advantage of this feature, you'll need a map-editor and qbsp3 that can also read textures directly from paks.
![]() |
![]() |
||
-game gamename |
location: command-line version: 2.50 | ||
gamename: quake2, heretic2, kingpin (or: q2, h2, kp) | default: quake2 | ||
Specifies which game the map is for: Quake2, Heretic2, or KingPin.
Currently, only Heretic2 has a feature that requires proper game
detection (SURF_TALL_WALL). Use this option if ArghRad doesn't
automatically detect it.
|
|||
no example image | no example map | ||
![]() |
![]() |
![]() |
![]() |
||
-gamedir dirname |
location: command-line version: 1.00 | ||
dirname: full file path to base dir | default: automatically set if possible | ||
Specifies the location of the base game data directory: baseq2 for
Quake2, base for Heretic2, main for KingPin. Use this option if ArghRad
does not automatically detect it, or if you are using a non-standard
setup.
|
|||
no example image | no example map | ||
![]() |
![]() |
![]() |
![]() |
||
-moddir dirname |
location: command-line version: 1.00 | ||
dirname: full file path to mod dir | default: none | ||
Specifies the location of an optional mod data directory (ctf, rogue,
xatrix, etc.). The moddir is needed if you are compiling for a game mod
and using additional textures from that mod. Use this option if ArghRad
doesn't automatically detect it.
|
|||
no example image | no example map | ||
![]() |
![]() |