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Initial commit of Command & Conquer Renegade source code.
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148
Code/ww3d2/MAPPERS.TXT
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148
Code/ww3d2/MAPPERS.TXT
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MAPPER_NAME
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Description:
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What the mapper does
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Params:
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What to type in the argument space
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<Argument Name> = (type) <default value>
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e.g. if it says
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UPerSec=(float) 0.0;
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it means you have to type in
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UPerSec=1.0;
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to get your U coordinate scrolling at one unit per second and it has to be a float. If you don't type anything the
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default value is 0.0.
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Types:
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(float) - any real number
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(int) - any integer
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(bool) - either TRUE or FALSE
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LINEAR_OFFSET
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Description:
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Makes the texture scroll at the speed specified
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Params:
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UPerSec=(float) 0.0;
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VPerSec=(float) 0.0;
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UScale=(float) 1.0;
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VScale=(float) 1.0;
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CLASSIC_ENVIRONMENT
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Description:
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Uses the Normals to look up the environment map
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ENVIRONMENT
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Description:
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Uses the Reflection direction to look up the environment map
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SCREEN
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Description:
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Projects takes the screen coordinate as the UV coordinate
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Params:
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UScale=(float) 1.0f;
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VScale=(float) 1.0f;
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SILHOUETTE
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Description: Obsolete, not supported
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SCALE
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Description:
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Scales the UV coordinates. Useful for detail mapping.
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Params:
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UScale=(float) 1.0f;
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VScale=(float) 1.0f;
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GRID
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Description:
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Given a texture that is divided up in to a grid, it animates the texture by looking
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up the texture from the topleft to the bottom right, going left to right and then
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top to bottom (the same way you would read English text). The texture map must be divided
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up evenly.
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Params:
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FPS=(float) 1.0f; The frames per second
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Log2Width=(int) 1; So 0=width 1, 1=width 2, 2=width 4. The default means animate using a texture divided up into quarters.
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Last=(int) GridWidth*GridWidth; The last frame to use
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ROTATE
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Description:
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Rotates a texture map counterclockwise about a specified center then scales the texture
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Params:
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Speed=(float) 0.1f; In Hertz. 1 = 1 rotate per second
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UCenter=(float) 0.0f;
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VCenter=(float) 0.0f;
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UScale=(float) 1.0;
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VScale=(float) 1.0;
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SINE_LINEAR_OFFSET
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Description:
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Moves the texture map in the shape of a Lissajous figure.
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Params:
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UAmp=(float) 1.0f;
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UFreq=(float) 1.0f;
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UPhase=(float) 0.0f;
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VAmp=(float) 1.0f;
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VFreq=(float) 1.0f;
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VPhase=(float) 0.0f;
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STEP_LINEAR_OFFSET
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Description:
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Similar to Linear Offset but moves stuff around in discrete steps
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Params:
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UStep=(float) 0.0f;
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VStep=(float) 0.0f;
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SPS=(float) 0.0f; Steps per second
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ZIGZAG_LINEAR_OFFSET
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Description:
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Similar to Linear Offset but reverses direction periodically.
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Params:
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UPerSec=(float) 0.0f;
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VPerSec=(float) 0.0f;
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Period=(float) 0.0f; Time it takes to make a zigzag in seconds
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WS_CLASSIC_ENVIRONMENT
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Description:
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World space normal environment map
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WS_ENVIRONMENT
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Description:
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World space reflection environment map
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GRID_CLASSIC_ENVIRONMENT
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Description:
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Animated normal environment map
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GRID_ENVIRONMENT
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Description:
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Animated reflection environtment map
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RANDOM
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Description: Randomly rotates and translates a texture with linear offset
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FPS=(float) 0.0f; Frames per second
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UPerSec=(float) 0.0;
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VPerSec=(float) 0.0;
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EDGE
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Description: Uses the Z-coordinate of the reflection or normal vector to access the U coordinate
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The V-coordinate is linear offset
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VPerSec=(float) 0.0
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UseReflect=FALSE
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VStart=(float) 0.0
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BUMPENV
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Description: Sets up and possibly animates the bump matrix, also has the LinearOffset features
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NOTE: even if you don't want to animate the bump matrix, you should use this mapper
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so that the matrix gets set up with the identity settings.
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BumpRotation = (float) 0.1f; In Hertz. 1 = 1 rotate per second (DEFAULT = 0.0)
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BumpScale = scale factor applied to the bumps (DEFAULT = 1.0)
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UPerSec=(float) 0.0;
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VPerSec=(float) 0.0;
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UScale=(float) 1.0;
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VScale=(float) 1.0;
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-----------
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TODO:
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-the ability to affect the period of the zigzag in only one direction (V) while the other (U) continues to offset undisturbed in the original linear fashion.
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-groovy scaling
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-scale random
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-random mapper random time
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