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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2443</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2443"/>
		<updated>2007-04-20T18:01:47Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by angua&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3.&lt;br /&gt;
&lt;br /&gt;
Cube maps can be used to fake reflections e.g on water and highly reflective tiles, etc. The advantage is that rendering is faster. You can also find more inflormation on Cube maps in the modwiki: [http://www.modwiki.net/wiki/Cube_maps]&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t, part of your images might be cut off and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see the windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water (at the center of the water source, about surface level, you can use noclip if you can&#039;t get there by walking).&lt;br /&gt;
&lt;br /&gt;
* In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the screen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc.&lt;br /&gt;
&lt;br /&gt;
You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repeat the whole procedure if your images are not appropriate. The direction at which you are facing during the shots is not important.&lt;br /&gt;
&lt;br /&gt;
* You should now see six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can of course also move them to a different folder if you want.&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them and there is also some rotating and flipping required. (Note that this works for me if the reflecting surface is located at the bottom facing upwards, the required procedure might be different if the reflection is located at the walls or the ceiling).&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be located at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder (or wherever you moved them) called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can also add some blurryness if you want. That makes it less obvious that the reflection is faked by a static image.&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
If you moved the images to a different folder, make sure that the correct paths are entered at the qer_editorimage and the cameraCubemap lines. (The path entered in the name of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.)&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open DarkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. (If you wrote another path in the name of your shader, it will appear there.)&lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush.) For more detailed information on water creation, you can also look at the [[Swimmable Water]] tutorial.&lt;br /&gt;
&lt;br /&gt;
* you should now be able to see your water ingame. &lt;br /&gt;
&lt;br /&gt;
[http://img403.imageshack.us/img403/7541/shot00128rm6.jpg http://img403.imageshack.us/img403/7541/shot00128rm6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
It will still look flat, like a mirror, and you will see that it is a static image (the torch is not flickering) so you might want to add a patch slightly above the water textured with, e.g. water_clear (or any other water texture that produces water waves).&lt;br /&gt;
&lt;br /&gt;
[http://img184.imageshack.us/img184/1882/shot00137au6.jpg http://img184.imageshack.us/img184/1882/shot00137au6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Here you can see the same pool textured with true reflective water for comparison:&lt;br /&gt;
&lt;br /&gt;
[http://img442.imageshack.us/img442/7907/shot00120lt3.jpg http://img442.imageshack.us/img442/7907/shot00120lt3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
You have to take into consideration that in contrast to a true reflection, the cube map texture will not react to changes in the environment. So if you for example put the torch out, it will still be lit in the cube map.&lt;br /&gt;
&lt;br /&gt;
[http://img252.imageshack.us/img252/3339/shot00139km2.jpg http://img252.imageshack.us/img252/3339/shot00139km2.th.jpg]&lt;br /&gt;
&lt;br /&gt;
So it would be more practical to have non-extinguishable lights and no large moveables near the water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2442</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2442"/>
		<updated>2007-04-20T17:47:42Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by angua&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3.&lt;br /&gt;
&lt;br /&gt;
Cube maps can be used to fake reflections e.g on water and highly reflective tiles, etc. The advantage is that rendering is faster. You can also find more inflormation on Cube maps in the modwiki tutorial: [http://www.modwiki.net/wiki/Cube_maps]&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut off and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water (at the center of the water source, at about surface level, you can use noclip if you can&#039;t get there by walking). &lt;br /&gt;
In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repeat the whole procedure if your images are not appropriate. The direction at which you are facing during the shots is not important.&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can of course also move them to a different folder if you want.&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them and there is also some rotating and flipping required. (Note that this works for me if the reflecting surface is located at the bottom facing upwards, the direction of the images might be different if the reflection is located at the walls or the ceiling).&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be located at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder (or wherever you moved them) called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can also add some blurryness if you want.&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
If you moved the images to a different folder, make sure that the correct paths are entered at the qer_editorimage and the cameraCubemap lines. (The path entered in the name of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.)&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open darkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. (If you wrote another path in the name of your shader, it will appear there.)&lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Select it and apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush.) For more detailed information on water creation, you can also look at the [[Swimmable Water]] tutorial.&lt;br /&gt;
&lt;br /&gt;
* you should now be able to see your water ingame. &lt;br /&gt;
&lt;br /&gt;
[http://img403.imageshack.us/img403/7541/shot00128rm6.jpg http://img403.imageshack.us/img403/7541/shot00128rm6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
It will still look flat, like a mirror, so you might want to add a patch slightly above the water textured with, e.g. water_clear (or any other water texture that produces water waves).&lt;br /&gt;
&lt;br /&gt;
[http://img184.imageshack.us/img184/1882/shot00137au6.jpg http://img184.imageshack.us/img184/1882/shot00137au6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Here you can see the same pool textured with true reflective water for comparison:&lt;br /&gt;
&lt;br /&gt;
[http://img442.imageshack.us/img442/7907/shot00120lt3.jpg http://img442.imageshack.us/img442/7907/shot00120lt3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
You have to take into consideration that in contrast to a true reflection, the cube map texture will not react to changes in the environment. So if you for example put the torch out, it will still be lit in the cube map.&lt;br /&gt;
&lt;br /&gt;
[http://img252.imageshack.us/img252/3339/shot00139km2.jpg http://img252.imageshack.us/img252/3339/shot00139km2.th.jpg]&lt;br /&gt;
&lt;br /&gt;
So it would be more practical to have non-extinguishable lights and no large moveables near the water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2441</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2441"/>
		<updated>2007-04-20T17:47:03Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;written by angua&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3.&lt;br /&gt;
&lt;br /&gt;
Cube maps can be used to fake reflections e.g on water and highly reflective tiles, etc. The advantage is that rendering is faster. You can also find more inflormation on Cube maps in the modwiki tutorial: [http://www.modwiki.net/wiki/Cube_maps]&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut off and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water (at the center of the water source, at about surface level, you can use noclip if you can&#039;t get there by walking). &lt;br /&gt;
In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repeat the whole procedure if your images are not appropriate. The direction at which you are facing during the shots is not important.&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can of course also move them to a different folder if you want.&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them and there is also some rotating and flipping required. (Note that this works for me if the reflecting surface is located at the bottom facing upwards, the direction of the images might be different if the reflection is located at the walls or the ceiling).&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be located at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder (or wherever you moved them) called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can also add some blurryness if you want.&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
If you moved the images to a different folder, make sure that the correct paths are entered at the qer_editorimage and the cameraCubemap lines. (The path entered in the name of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.)&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open darkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. (If you wrote another path in the name of your shader, it will appear there.)&lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Select it and apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush.) For more detailed information on water creation, you can also look at the [[Swimmable Water]] tutorial.&lt;br /&gt;
&lt;br /&gt;
* you should now be able to see your water ingame. &lt;br /&gt;
&lt;br /&gt;
[http://img403.imageshack.us/img403/7541/shot00128rm6.jpg http://img403.imageshack.us/img403/7541/shot00128rm6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
It will still look flat, like a mirror, so you might want to add a patch slightly above the water textured with, e.g. water_clear (or any other water texture that produces water waves).&lt;br /&gt;
&lt;br /&gt;
[http://img184.imageshack.us/img184/1882/shot00137au6.jpg http://img184.imageshack.us/img184/1882/shot00137au6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Here you can see the same pool textured with true reflective water for comparison:&lt;br /&gt;
&lt;br /&gt;
[http://img442.imageshack.us/img442/7907/shot00120lt3.jpg http://img442.imageshack.us/img442/7907/shot00120lt3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
You have to take into consideration that in contrast to a true reflection, the cube map texture will not react to changes in the environment. So if you for example put the torch out, it will still be lit in the cube map.&lt;br /&gt;
[http://img252.imageshack.us/img252/3339/shot00139km2.jpg http://img252.imageshack.us/img252/3339/shot00139km2.th.jpg]&lt;br /&gt;
So it would be more practical to have non-extinguishable lights and no large moveables near the water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2440</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2440"/>
		<updated>2007-04-20T17:46:46Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;written by angua&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cube maps can be used to fake reflections e.g on water and highly reflective tiles, etc. The advantage is that rendering is faster. You can also find more inflormation on Cube maps in the modwiki tutorial: [http://www.modwiki.net/wiki/Cube_maps]&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut off and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water (at the center of the water source, at about surface level, you can use noclip if you can&#039;t get there by walking). &lt;br /&gt;
In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repeat the whole procedure if your images are not appropriate. The direction at which you are facing during the shots is not important.&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can of course also move them to a different folder if you want.&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them and there is also some rotating and flipping required. (Note that this works for me if the reflecting surface is located at the bottom facing upwards, the direction of the images might be different if the reflection is located at the walls or the ceiling).&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be located at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder (or wherever you moved them) called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can also add some blurryness if you want.&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
If you moved the images to a different folder, make sure that the correct paths are entered at the qer_editorimage and the cameraCubemap lines. (The path entered in the name of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.)&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open darkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. (If you wrote another path in the name of your shader, it will appear there.)&lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Select it and apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush.) For more detailed information on water creation, you can also look at the [[Swimmable Water]] tutorial.&lt;br /&gt;
&lt;br /&gt;
* you should now be able to see your water ingame. &lt;br /&gt;
&lt;br /&gt;
[http://img403.imageshack.us/img403/7541/shot00128rm6.jpg http://img403.imageshack.us/img403/7541/shot00128rm6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
It will still look flat, like a mirror, so you might want to add a patch slightly above the water textured with, e.g. water_clear (or any other water texture that produces water waves).&lt;br /&gt;
&lt;br /&gt;
[http://img184.imageshack.us/img184/1882/shot00137au6.jpg http://img184.imageshack.us/img184/1882/shot00137au6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Here you can see the same pool textured with true reflective water for comparison:&lt;br /&gt;
&lt;br /&gt;
[http://img442.imageshack.us/img442/7907/shot00120lt3.jpg http://img442.imageshack.us/img442/7907/shot00120lt3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
You have to take into consideration that in contrast to a true reflection, the cube map texture will not react to changes in the environment. So if you for example put the torch out, it will still be lit in the cube map.&lt;br /&gt;
[http://img252.imageshack.us/img252/3339/shot00139km2.jpg http://img252.imageshack.us/img252/3339/shot00139km2.th.jpg]&lt;br /&gt;
So it would be more practical to have non-extinguishable lights and no large moveables near the water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2439</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2439"/>
		<updated>2007-04-20T17:46:33Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3.&lt;br /&gt;
&#039;&#039;written by angua&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cube maps can be used to fake reflections e.g on water and highly reflective tiles, etc. The advantage is that rendering is faster. You can also find more inflormation on Cube maps in the modwiki tutorial: [http://www.modwiki.net/wiki/Cube_maps]&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut off and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water (at the center of the water source, at about surface level, you can use noclip if you can&#039;t get there by walking). &lt;br /&gt;
In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repeat the whole procedure if your images are not appropriate. The direction at which you are facing during the shots is not important.&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can of course also move them to a different folder if you want.&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them and there is also some rotating and flipping required. (Note that this works for me if the reflecting surface is located at the bottom facing upwards, the direction of the images might be different if the reflection is located at the walls or the ceiling).&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be located at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder (or wherever you moved them) called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can also add some blurryness if you want.&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
If you moved the images to a different folder, make sure that the correct paths are entered at the qer_editorimage and the cameraCubemap lines. (The path entered in the name of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.)&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open darkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. (If you wrote another path in the name of your shader, it will appear there.)&lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Select it and apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush.) For more detailed information on water creation, you can also look at the [[Swimmable Water]] tutorial.&lt;br /&gt;
&lt;br /&gt;
* you should now be able to see your water ingame. &lt;br /&gt;
&lt;br /&gt;
[http://img403.imageshack.us/img403/7541/shot00128rm6.jpg http://img403.imageshack.us/img403/7541/shot00128rm6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
It will still look flat, like a mirror, so you might want to add a patch slightly above the water textured with, e.g. water_clear (or any other water texture that produces water waves).&lt;br /&gt;
&lt;br /&gt;
[http://img184.imageshack.us/img184/1882/shot00137au6.jpg http://img184.imageshack.us/img184/1882/shot00137au6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Here you can see the same pool textured with true reflective water for comparison:&lt;br /&gt;
&lt;br /&gt;
[http://img442.imageshack.us/img442/7907/shot00120lt3.jpg http://img442.imageshack.us/img442/7907/shot00120lt3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
You have to take into consideration that in contrast to a true reflection, the cube map texture will not react to changes in the environment. So if you for example put the torch out, it will still be lit in the cube map.&lt;br /&gt;
[http://img252.imageshack.us/img252/3339/shot00139km2.jpg http://img252.imageshack.us/img252/3339/shot00139km2.th.jpg]&lt;br /&gt;
So it would be more practical to have non-extinguishable lights and no large moveables near the water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2438</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2438"/>
		<updated>2007-04-20T17:45:49Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3.&lt;br /&gt;
&lt;br /&gt;
Cube maps can be used to fake reflections e.g on water and highly reflective tiles, etc. The advantage is that rendering is faster. You can also find more inflormation on Cube maps in the modwiki tutorial: [http://www.modwiki.net/wiki/Cube_maps]&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut off and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water (at the center of the water source, at about surface level, you can use noclip if you can&#039;t get there by walking). &lt;br /&gt;
In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repeat the whole procedure if your images are not appropriate. The direction at which you are facing during the shots is not important.&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can of course also move them to a different folder if you want.&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them and there is also some rotating and flipping required. (Note that this works for me if the reflecting surface is located at the bottom facing upwards, the direction of the images might be different if the reflection is located at the walls or the ceiling).&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be located at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder (or wherever you moved them) called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can also add some blurryness if you want.&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
If you moved the images to a different folder, make sure that the correct paths are entered at the qer_editorimage and the cameraCubemap lines. (The path entered in the name of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.)&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open darkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. (If you wrote another path in the name of your shader, it will appear there.)&lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Select it and apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush.) For more detailed information on water creation, you can also look at the [[Swimmable Water]] tutorial.&lt;br /&gt;
&lt;br /&gt;
* you should now be able to see your water ingame. &lt;br /&gt;
&lt;br /&gt;
[http://img403.imageshack.us/img403/7541/shot00128rm6.jpg http://img403.imageshack.us/img403/7541/shot00128rm6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
It will still look flat, like a mirror, so you might want to add a patch slightly above the water textured with, e.g. water_clear (or any other water texture that produces water waves).&lt;br /&gt;
&lt;br /&gt;
[http://img184.imageshack.us/img184/1882/shot00137au6.jpg http://img184.imageshack.us/img184/1882/shot00137au6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Here you can see the same pool textured with true reflective water for comparison:&lt;br /&gt;
&lt;br /&gt;
[http://img442.imageshack.us/img442/7907/shot00120lt3.jpg http://img442.imageshack.us/img442/7907/shot00120lt3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
You have to take into consideration that in contrast to a true reflection, the cube map texture will not react to changes in the environment. So if you for example put the torch out, it will still be lit in the cube map.&lt;br /&gt;
[http://img252.imageshack.us/img252/3339/shot00139km2.jpg http://img252.imageshack.us/img252/3339/shot00139km2.th.jpg]&lt;br /&gt;
So it would be more practical to have non-extinguishable lights and no large moveables near the water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2437</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2437"/>
		<updated>2007-04-20T16:50:21Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut of and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water. In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repaet the whole procedure if your images are not appropriate. The direction at which you are facing during the shots is not important.&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can of course also move them to a different folder if you want.&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them to _up, _down, etc and there is also some rotating and flipping required.&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be loacted at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
You can also add some blurryness if you want.&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
If you moved the images to a different folder, make sure that the correct paths are entered at the qer_editorimage and the cameraCubemap lines. (The path entered in the name of the shader (before the { ) is for the folder the texture will appear in Darkradiant. It can be different from the path the images are in.)&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open darkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. &lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Select it and apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush)&lt;br /&gt;
&lt;br /&gt;
* you should now be able to see your water ingame. &lt;br /&gt;
&lt;br /&gt;
[http://img403.imageshack.us/img403/7541/shot00128rm6.jpg http://img403.imageshack.us/img403/7541/shot00128rm6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
It will still look flat, like a mirror, so you might want to add a patch slightly above the water textured with water_clear for example(or any other water texture that produces water waves).&lt;br /&gt;
&lt;br /&gt;
[http://img184.imageshack.us/img184/1882/shot00137au6.jpg http://img184.imageshack.us/img184/1882/shot00137au6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Here you can see the same pool textured with a true reflective water for comparison:&lt;br /&gt;
&lt;br /&gt;
[http://img442.imageshack.us/img442/7907/shot00120lt3.jpg http://img442.imageshack.us/img442/7907/shot00120lt3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
You have to take into consideration that in contrast to a true reflection, the cube map texture will not react to changes in the environment. So if you for example put the torch out, it will still be lit in the cube map.&lt;br /&gt;
[http://img252.imageshack.us/img252/3339/shot00139km2.jpg http://img252.imageshack.us/img252/3339/shot00139km2.th.jpg]&lt;br /&gt;
So it would be more practical to have non-extinguishable lights and no large moveables near the water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2436</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2436"/>
		<updated>2007-04-20T16:02:44Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut of and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water. In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
 &lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
(You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repaet the whole procedure if your images are not appropriate.)&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them to _up, _down, etc and there is also some rotating / flipping required.&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be loacted at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
Open an already existing material file or create a new one. Add the following shader:&lt;br /&gt;
&lt;br /&gt;
 textures/env/water_pool&lt;br /&gt;
 {&lt;br /&gt;
     qer_editorimage env/water_pool_up.tga&lt;br /&gt;
 &lt;br /&gt;
     noFragment&lt;br /&gt;
     noshadows&lt;br /&gt;
     noimpact&lt;br /&gt;
     nooverlays&lt;br /&gt;
     forceOpaque&lt;br /&gt;
     nonsolid&lt;br /&gt;
     &lt;br /&gt;
     {&lt;br /&gt;
   	forceHighQuality&lt;br /&gt;
 	blend add&lt;br /&gt;
 	cameraCubeMap env/water_pool&lt;br /&gt;
 	texgen reflect&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
If you have forceOpaque in your shader, the texture will be opaque and you will not be able to see the ground. If you leave it out, it will be semi-transparent and you can see the ground also.&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;br /&gt;
&lt;br /&gt;
* Open darkRadiant (if you already have it open you might have to close and reopen it to be able to see the texture).&lt;br /&gt;
* Draw a brush that is going to be your water. Texture it with common/nodraw.&lt;br /&gt;
* Go to the media browser. You should find your texture in the /env folder. &lt;br /&gt;
[http://img339.imageshack.us/img339/7849/envshot3na3.jpg http://img339.imageshack.us/img339/7849/envshot3na3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
* Select it and apply it to the top face of the water brush. You should now see the water_pool_up image as editor image (that&#039;s what the qer_editorimage line in the shader was for). Scale and position of the texture is not important.&lt;br /&gt;
&lt;br /&gt;
[http://img267.imageshack.us/img267/7850/envshot4hw9.jpg http://img267.imageshack.us/img267/7850/envshot4hw9.th.jpg]&lt;br /&gt;
* Convert the brush to a func_liquid. (You don&#039;t want to be able to walk on water, do you? That would happen if you didn&#039;t convert your brush)&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2435</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2435"/>
		<updated>2007-04-20T13:36:57Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
* Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut of and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
* Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
* Open your map in Doom3 and get to the position of your water. In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
&lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
(You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repaet the whole procedure if your images are not appropriate.)&lt;br /&gt;
&lt;br /&gt;
* You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img152.imageshack.us/img152/7623/envshotli0.jpg http://img152.imageshack.us/img152/7623/envshotli0.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
If you leave the images like this, they will not work ingame. You have to rename them to _up, _down, etc and there is also some rotating / flipping required.&lt;br /&gt;
&lt;br /&gt;
* Rename water_pool_pz to water_pool_up. Flip it horizontally and rotate it 90° counter clock wise.&lt;br /&gt;
* Rename water_pool_py to water_pool_left. Rotate it 180° and flip it horizontally. This is going to be located at the north.&lt;br /&gt;
* Rename water_pool_ny to water_pool_right. Flip it horizontally. This is going to be loacted at the south.&lt;br /&gt;
* Rename water_pool_nx to water_pool_back. Rotate it 90° counter clock wise and flip it horizontally. This is going to be located at the west.&lt;br /&gt;
* Rename water_pool_px to water_pool_forward. Rotate it 90° clock wise and flip it horizontally. This is going to be located at the east.&lt;br /&gt;
*Rename water_pool_nz to water_pool_down. You don&#039;t have to manipulate the direction here, since it is located at the bottom and will not be visible anyway.&lt;br /&gt;
&lt;br /&gt;
You should now have six files in your /env folder called&lt;br /&gt;
&lt;br /&gt;
 water_pool_back&lt;br /&gt;
 water_pool_down&lt;br /&gt;
 water_pool_forward&lt;br /&gt;
 water_pool_left&lt;br /&gt;
 water_pool_right&lt;br /&gt;
 water_pool_up&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
[http://img157.imageshack.us/img157/7884/envshot2iz1.jpg http://img157.imageshack.us/img157/7884/envshot2iz1.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Write a material shader==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Get your enviromental map ingame==&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2434</id>
		<title>Cube maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Cube_maps&amp;diff=2434"/>
		<updated>2007-04-20T12:05:23Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to create a cube map (also called environmental map) of your environment using the envshot command in Doom3&lt;br /&gt;
&lt;br /&gt;
==Create your room==&lt;br /&gt;
Create the room you want to have your pseudo-reflective water in. Add all the large parts, but you can leave small details (and of course the AI) out. Your room might for example look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img207.imageshack.us/img207/9677/shot00127wq7.jpg http://img207.imageshack.us/img207/9677/shot00127wq7.th.jpg]&lt;br /&gt;
&lt;br /&gt;
==Create your images==&lt;br /&gt;
Set the screen resolution of Doom3 to 640 x 480. If you don&#039;t do that, part of your images might be cut of and they will not fit together any more. You might have to close and reopen Doom3 for the changes to take place.&lt;br /&gt;
&lt;br /&gt;
Make sure you are on full screen before you take your images. (If you don&#039;t, you can see windows task bar and it doesn&#039;t look that good ingame.) If you are in windowed mode, you can change to full screen by pressing Alt + Enter.&lt;br /&gt;
&lt;br /&gt;
Open your map in Doom3 and get to the position of your water. In the console, type&lt;br /&gt;
&lt;br /&gt;
 envshot [prefix] [size]&lt;br /&gt;
&lt;br /&gt;
[prefix] is how the images are going to be named. The size should be in powers of two. For example, your command could look like this:&lt;br /&gt;
&lt;br /&gt;
 envshot water_pool 512&lt;br /&gt;
&lt;br /&gt;
Press enter, and you will see some flickering on the sreen while your images are created, and a message in the console will appear saying &lt;br /&gt;
&lt;br /&gt;
 Wrote env/water_pool_nz.tga,etc&lt;br /&gt;
&lt;br /&gt;
(You might want to make a few more envshots at slightly different positions, so that you don&#039;t have to repaet the whole procedure if your images are not appropriate.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should now find six new images in your /env folder:&lt;br /&gt;
&lt;br /&gt;
 water_pool_nx.tga&lt;br /&gt;
 water_pool_ny.tga&lt;br /&gt;
 water_pool_nz.tga&lt;br /&gt;
 water_pool_px.tga&lt;br /&gt;
 water_pool_py.tga&lt;br /&gt;
 water_pool_pz.tga&lt;br /&gt;
&lt;br /&gt;
looking like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Edit your images==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Write your material==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Get your eniromental map ingame==&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2250</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventory&amp;diff=2250"/>
		<updated>2007-02-13T21:03:58Z</updated>

		<summary type="html">&lt;p&gt;129.27.239.66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes how to set up inventory items and how they can be given to an entity.  The purpose of the inventory is, to keep track of all items that are in an entities possessions. I delibaretly use &amp;quot;entity&amp;quot; here because, in principle, all entities can have an inventory, even though it may only make sense for AI and the player to actuall have one. For future improvements it might be usefull for other purposes as well though.&lt;br /&gt;
&lt;br /&gt;
Also included is a script interface, so that a mapper can interact with the inventory in a more sophisticated way, if the default implementation is not sufficient.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
The spawnargs can be either set in the def file as a default, or in the map file to override settings for specific entities. Naturaly this also means that they can be manipulated by scripts as well, since they are the standard way of configuring objects in Doom 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT!!!&#039;&#039;&#039; Normally items will vanish from the map as soon as the item is successfully put into the inventory. If this doesn&#039;t work, then the item will stay visible. This is a intentionally so, to make the mapper aware of the problem. Currently there is only one error condition that can really trigger this, which is that an item is configured to not be anonymous, but has an empty inv_icon entry. Additionally to not becoming invisible, you can also look into the logfile, because there you can find an error message with the name of the entity that was causing the problem.&lt;br /&gt;
&lt;br /&gt;
There are several terms and types of items that can be used in the inventory:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;anonymous items&#039;&#039;&#039;   An anonymous object means that it will not show up as a seperate item in the inventory. An example would be normal loot like coins or golden dishes. Since they should not be stored in the inventory as seperate items, they don&#039;t need to be displayed either. In this case they only count for the total of loot and are discarded afterwards. Anonymous items also can not be dropped after they went into the inventory because they essentially no longer exist. For the loot count it obviously doesn&#039;t matter wether an item is anonymous or not, as all are added up into the loot categories. Examples are gold coins and all the other (mostly loot) items that are collected but not being used individually. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;stackable items&#039;&#039;&#039;   These are items that can be stacked in the inventory. This means that the player can acquire multiple instances of such items, but only one entry is shown in the inventory with a counter of how many currently are available. An example would be a health potion. The player can posses more than one health potion at a time and this would be indicated by the counter. Stackable items are identified by setting the stackable property. They also must always use the same name and category. If this doesn&#039;t match, they are considered to be of different types. This also allows for dealing out i.e. fake health potions which have no effect or deal damage instead (as an example).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; is a classification of items, to visually group them together. This allows the player to faster scroll through the inventory because he doesn&#039;t have to cycle through all the individual items. For example a category would be &#039;Readables&#039; where books and scrolls are stored, and another Category would be &#039;Tools&#039; where lockpicks and other items can be stored. Note that this category is entirely up to the mapper to decide and also is option. it doesn&#039;t has any consequence as to the playabillity and is only a convenience for the player. Categories can switched of on the HUD, so that the player can use the inventory also in the Thief style (which is the default).&lt;br /&gt;
&lt;br /&gt;
== Spawnargs ==&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_category&#039;&#039;&#039; | string&lt;br /&gt;
:Specifies the category that the object should be filed under. This allows for player convenience and also is needed for stackable items.&lt;br /&gt;
:example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_name&#039;&#039;&#039; | string&lt;br /&gt;
:Specifies the name the object should display when it is activated in the inventory. Keep in mind that the display name and the category together are used to determine, if the inv_stackable flag is set to 1, wether this is a similar item or not. So if you create to &amp;quot;Health Potion&amp;quot; items, but with different categories, they are treated as different items.&lt;br /&gt;
:example: &amp;quot;inv_name&amp;quot; &amp;quot;Health Potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_icon&#039;&#039;&#039; | D3 path to icon&lt;br /&gt;
:Points to an icon that is to be displayed when the object is selected in the inventory. This entry also determines wether an object is to be considered anonymous or not. &lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_stackable&#039;&#039;&#039; | [0/1]&lt;br /&gt;
:Determines wether an item is an individual or can be a stack of similar objects. An example would be the various potions. The player can pick up more than one health potion, but in the inventory he will only get one item with a counter. Keep in mind though, that a stack of gold coins is not per se stackable, because usually it will be only one model of a stack of coin with a value of i.E. 10 Gold, so this means that it is not to be confused with a single gold coin having 10 items with a value of 1 each.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_item_id&#039;&#039;&#039; | string&lt;br /&gt;
:This key can be set by the mapper to an arbitrary value. This is needed if the mapper wants to implement custom behaviour and he uniquily need to identfy an item or a group of items. Normally the mapper could also use the inv_name for this key, but this doesn&#039;t allow the additional flexibillity. For example a mapper can create a fake health potion which shows up in the inventory just like a regular one, with the same name but a different map model. So if the player picks this bottle up, because he doesn&#039;t look carefull and thinks he got a health potion, he might have aquired a  real one, while this one actually may deal some damage or doesn&#039;t work at all, or whatever the mapper wants it to do. This will of course only work with additional scripting, because the mapper must know what to do with it. In this case the mapper might set a flag on the callback, and the next time the player uses a health potion, the action is triggered.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_count&#039;&#039;&#039; | &amp;lt;N&amp;gt;&lt;br /&gt;
:Determines the number of items this represents. This is only needed for items where stackable is 1, otherwise it is set to 0. Als the option for stackable must always precede the count, otherwise the count is set to 0.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_droppable&#039;&#039;&#039; | [0/1]&lt;br /&gt;
:If set to 1 the item can be dropped into the map by the player. This will not work for anonymous items, since they will have no representation after they were put into the inventory.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_delete&#039;&#039;&#039; | [0/1]&lt;br /&gt;
:Determines if an anonymous object can be deleted, after it was put into the inventory. This is advisable, because the entity will stay in memory and a mapper could still access it via scripting. If the mapper decides that an item will no longer be accessed after it has been acquired, this key should be set to 1. This can affect loading time of saved games, as entities, that are no longer needed, don&#039;t need to be saved and restored. &lt;br /&gt;
:If the mapper also creates entities on the fly, with the help of scripts, it might better to set this flag on appropriate objects to free up the limited number of entities a map can hold. The usuals candidates for this flag are all the regular loot items, because they wont be used anymore after they have been found (lik coins, purses, etc.). Also note that, if dropappable is set to 1, then this key will be ignored, since droppabale items must be turned into entities again to be placed in the map.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_loot_type&#039;&#039;&#039; | [ 0 | 1 | 2 | 3 ]&lt;br /&gt;
:* 0 = No lootitem (default)&lt;br /&gt;
:* 1 = Jewelry/Gems&lt;br /&gt;
:* 2 = Gold&lt;br /&gt;
:* 3 = Goods&lt;br /&gt;
:This has to be set in order to define what kind of item it is and if it is a loot item, which category of loot it should account for.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_loot_value&#039;&#039;&#039; | &amp;lt;N&amp;gt;&lt;br /&gt;
:Determines the amount of loot this item accounts for. This value is ignore if it is set on an item, which is of loot_type = 0.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_map_start&#039;&#039;&#039; | [0|1]&lt;br /&gt;
:Determines wether this object should be assigned to an inventory at map start.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;inv_target&#039;&#039;&#039; | &amp;lt;entityname&amp;gt;&lt;br /&gt;
:If the item should be assigned to an entity at map start, this should get the name of the entity who shold recive it. To give an item to the player, you would use &amp;quot;player1&amp;quot; as the name, because this is the name that the player entity gets by default. If inv_map_start is not set or set to 0, then this key doesn&#039;t need to be set and is ignored. Since the name can be arbitrary, this means of course, that you can also give it to an AI, which the player later on meets. This should not be confused with loot, that is to be attached to an AI though. If you attach a purse or a key to an AI, which the player can frob later on, then it doesn&#039;t need to get this set, because such things will not be stored in the inventory. You could assign such things to an chest though, to give the objects to the player when he opens it. This is not directly support though, because it is assumed that chests will be filled with real objects, like TDS did it. However the T1/T2 style chests are still possible to do with some scripting.&lt;br /&gt;
&lt;br /&gt;
== Default equipment for map start ==&lt;br /&gt;
&lt;br /&gt;
This describes how to give items to the player at the mapstart, but the same mechanism can be applied to any other AI (or entity for that matter) as well.&lt;br /&gt;
&lt;br /&gt;
* First create your object in the editor, just like you would if you wanted to put it in the map. Create brush, select the item and/or models and place it anywhere you like in the map&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_map_start on the object entity to the value 1.&lt;br /&gt;
&lt;br /&gt;
* Set the key inv_target on the object entity to the value player1. If you want to assign this object to, as an example, a guard with the name Benny, then set it to benny, assuming the entity key &amp;quot;name&amp;quot; is also set to &amp;quot;benny&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The objects can really be placed anyhwere you like and it doesn&#039;t really matter. As soon as the map starts, the objects will be put in the inventory, and will vanish from the map. So you could put them right in front of the players eyes, and he still wouldn&#039;t see them, as this happens at the intialization time, before the map actually becomes visible.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Quite simple I would say. :)&lt;br /&gt;
&lt;br /&gt;
== CVARs ==&lt;br /&gt;
&lt;br /&gt;
The following cvars can be used to modify the behaviour of some inventory properties. Some of them are probably only of interest to modders, while others are also of interest to&lt;br /&gt;
players and might be added to a customization menu.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_hud_file&#039;&#039;&#039; | string | default &amp;quot;guis/inv.gui&amp;quot;&lt;br /&gt;
:Specifies the gui file that should be used for the inventory. this can be changed for mods, that wish to implement a different GUI, or provide alternative skins for the player.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_loot_hud&#039;&#039;&#039; | string | default &amp;quot;guis/loot.gui&amp;quot;&lt;br /&gt;
:Specifies the gui file that should be used for the loot slot in the inventory. Since custom huds are now supported for different items, this cvar is no longer needed and might be removed later.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_loot_group&#039;&#039;&#039; | string | default &amp;quot;Loot&amp;quot;&lt;br /&gt;
:Specifies the default category name for teh loot objects. This is probably not used and changing it has no effect.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_group_mode&#039;&#039;&#039; | int | default &amp;quot;0&amp;quot;&lt;br /&gt;
:This defines how the grouping should work. The following options are available:&lt;br /&gt;
:* 0 = ungrouped inventory (T1/T2 style)&lt;br /&gt;
:* 1 = grouped inventory&lt;br /&gt;
:&#039;ungrouped&#039; means that you can cycle through the inventory one after the other. This does not affect the NextCategory/PrevCategory keys and you can still use them. &lt;br /&gt;
:&#039;grouped&#039; means that you just cycle through one group at a time, and you have to use the NextCategory/PrevCategory keys to switch to a different category. Cyclying through the inventory will always stay in the selected group.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_visibility&#039;&#039;&#039; | int | default &amp;quot;1&amp;quot;&lt;br /&gt;
:Specifies the visibility for the inventory. The following options are available&lt;br /&gt;
:* 0 = never visible&lt;br /&gt;
:* 1 = always visible&lt;br /&gt;
:* 2 = temporary (not yet implemented.)&lt;br /&gt;
:Option two will fade out the inventory after some specified time.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_opacity&#039;&#039;&#039; | float [0..1] | default &amp;quot;1&amp;quot;&lt;br /&gt;
:Specifies the alphachannel for the inventory. It determines if and how much you can look through the inventory text and icons.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_fade_in&#039;&#039;&#039; | int | default &amp;quot;0&amp;quot;&lt;br /&gt;
:Specifies how long it should take for the inventory until it becomes visible. 0 means that it will be immediatly visible when activated.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_fade_out&#039;&#039;&#039; | int | default &amp;quot;0&amp;quot;&lt;br /&gt;
:Specifies how long it should take for the inventory until it bcomes invisible. 0 means that it will be immediatly invisible when deactivated.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;tdm_inv_loot_sound&#039;&#039;&#039; | string | default &amp;quot;sound/sfx/world/frob_loot.ogg&amp;quot;&lt;br /&gt;
:Specifies the default path to the soundfile that is played when loot is aquired. Note that this can be overriden on a per item level, and wont have an effect for such items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>129.27.239.66</name></author>
	</entry>
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