Complete list of shader keywords

Note: You can append a :q3map suffix to a shader name to make q3map2 use the shader but the engine ignore it.

Note: This list does not contain all possible shader keywords, but just those that q3map2 uses for anything. More keywords are likely to be supported by your engine. Check the documentation or the source code of your engine on this.

Inside shader stages

  • map texture: loads a texture and displays it repeating
  • clampMap texture: loads a texture and displays it non-repeating
  • 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: ???

In the shader preamble:

  • cull none, cull disable, cull twosided: treat the surface as two sided for lighting
  • 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: ???
  • implicitMask: ???
  • light N: sets the default game flare shader as flare shader
  • polygonoffset: enable polygon offset
  • q3map_alphaGen, q3map_alphaMod: <set F|const F|scale F|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>
  • 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, q3map_colorMod, q3map_rgbGen, q3map_rgbMod: <set ( R G B )|const ( R G B )|scale ( F F F )|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>
  • 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 ( 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_fur layers offset fade: ???
  • q3map_globaltexture: ???
  • q3map_indexed: ???
  • q3map_invert: inverts the direction from which the face is visible
  • q3map_lightImage texture: sets the image to take the light color from
  • 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: light sampling point offset off the surface
  • q3map_lightmapSampleSize N: overrides samplesize
  • q3map_lightmapSize N: overrides the lightmap size (forces an external lightmap for this surface)
  • q3map_material materialname: ???
  • q3map_noDirty: don't apply -dirty on this surface
  • 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_normalImage texture: sets the normal map for bump mapping
  • 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_styleMarker2: ???
  • 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 ( 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: ???
  • qer_editorImage texture: sets the texture to show for radiant
  • skyparms outerimage cloudheight innerimage: loads a skybox
  • surfaceparm alphashadow: use the alpha channel of the shader image as shadow mask
  • surfaceparm antiportal: creates opaque autoexpanding portal
  • surfaceparm areaportal: ???
  • surfaceparm botclip: ???
  • surfaceparm clusterportal: ???
  • 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 lightgrid: limit map lightgrid to bounds of brushes with this shader
  • 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 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 skip: for unused faces of hint, antiportal brushes
  • 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
  • surfaceparm trans: cast no shadows
  • surfaceparm trigger: this is a trigger brush (translucent and solid)
  • surfaceparm water: this brush contains dihydrogene monoxide
  • tessSize F, q3map_tessSize F: subdivides the polygons to ensure no parts are larger than the given size

Экспортировать в HTML TXT