mirror of
https://codeberg.org/icewind/vmt-parser.git
synced 2026-06-03 20:14:06 +02:00
fix prop names
This commit is contained in:
parent
c3e598ea9e
commit
e59ef1d8a0
7 changed files with 7 additions and 7 deletions
|
|
@ -28,7 +28,7 @@ pub struct LightMappedGenericMaterial {
|
||||||
/// the number of units that each texel covers
|
/// the number of units that each texel covers
|
||||||
#[serde(rename = "$decalscale", default = "default_scale")]
|
#[serde(rename = "$decalscale", default = "default_scale")]
|
||||||
pub decal_scale: f32,
|
pub decal_scale: f32,
|
||||||
#[serde(rename = "$decalscale", default = "default_detail_scale")]
|
#[serde(rename = "$detailscale", default = "default_detail_scale")]
|
||||||
/// Fits the detail texture onto the material the given number of times
|
/// Fits the detail texture onto the material the given number of times
|
||||||
pub detail_scale: Vec2,
|
pub detail_scale: Vec2,
|
||||||
/// Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to $alpha. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
|
/// Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to $alpha. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
|
||||||
|
|
|
||||||
|
|
@ -50,7 +50,7 @@ pub struct WaterMaterial {
|
||||||
#[serde(rename = "$fogenable", default)]
|
#[serde(rename = "$fogenable", default)]
|
||||||
pub fog_enable: bool,
|
pub fog_enable: bool,
|
||||||
/// Color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.
|
/// Color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.
|
||||||
#[serde(rename = "$fogenable", default = "default_scale3")]
|
#[serde(rename = "$fogcolor", default = "default_scale3")]
|
||||||
pub fog_color: Vec3,
|
pub fog_color: Vec3,
|
||||||
/// Distance in units/inches from the eye at which water fog starts.
|
/// Distance in units/inches from the eye at which water fog starts.
|
||||||
#[serde(rename = "$fogstart", default)]
|
#[serde(rename = "$fogstart", default)]
|
||||||
|
|
|
||||||
|
|
@ -38,7 +38,7 @@ pub struct WorldVertexTransitionMaterial {
|
||||||
/// the number of units that each texel covers
|
/// the number of units that each texel covers
|
||||||
#[serde(rename = "$decalscale", default = "default_scale")]
|
#[serde(rename = "$decalscale", default = "default_scale")]
|
||||||
pub decal_scale: f32,
|
pub decal_scale: f32,
|
||||||
#[serde(rename = "$decalscale", default = "default_detail_scale")]
|
#[serde(rename = "$detailscale", default = "default_detail_scale")]
|
||||||
/// Fits the detail texture onto the material the given number of times
|
/// Fits the detail texture onto the material the given number of times
|
||||||
pub detail_scale: Vec2,
|
pub detail_scale: Vec2,
|
||||||
/// Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to $alpha. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
|
/// Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to $alpha. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
|
||||||
|
|
|
||||||
|
|
@ -12,7 +12,7 @@ worldvertextransition(WorldVertexTransitionMaterial(
|
||||||
r#$basetexturetransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
r#$basetexturetransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
||||||
r#$color: Vec3((1.0, 1.0, 1.0)),
|
r#$color: Vec3((1.0, 1.0, 1.0)),
|
||||||
r#$decalscale: 1.0,
|
r#$decalscale: 1.0,
|
||||||
r#$decalscale: Vec2((4.0, 4.0)),
|
r#$detailscale: Vec2((4.0, 4.0)),
|
||||||
r#$detailblendfactor: 1.0,
|
r#$detailblendfactor: 1.0,
|
||||||
r#$detailblendmode: 1,
|
r#$detailblendmode: 1,
|
||||||
r#$modelmaterial: None,
|
r#$modelmaterial: None,
|
||||||
|
|
|
||||||
|
|
@ -10,7 +10,7 @@ lightmappedgeneric(LightMappedGenericMaterial(
|
||||||
r#$basetexturetransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
r#$basetexturetransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
||||||
r#$color: Vec3((1.0, 1.0, 1.0)),
|
r#$color: Vec3((1.0, 1.0, 1.0)),
|
||||||
r#$decalscale: 1.0,
|
r#$decalscale: 1.0,
|
||||||
r#$decalscale: Vec2((4.0, 4.0)),
|
r#$detailscale: Vec2((1.9, 1.9)),
|
||||||
r#$detailblendfactor: 1.0,
|
r#$detailblendfactor: 1.0,
|
||||||
r#$detailblendmode: 0,
|
r#$detailblendmode: 0,
|
||||||
r#$modelmaterial: None,
|
r#$modelmaterial: None,
|
||||||
|
|
|
||||||
|
|
@ -10,7 +10,7 @@ lightmappedgeneric(LightMappedGenericMaterial(
|
||||||
r#$basetexturetransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
r#$basetexturetransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
||||||
r#$color: Vec3((1.0, 1.0, 1.0)),
|
r#$color: Vec3((1.0, 1.0, 1.0)),
|
||||||
r#$decalscale: 1.0,
|
r#$decalscale: 1.0,
|
||||||
r#$decalscale: Vec2((4.0, 4.0)),
|
r#$detailscale: Vec2((1.9, 1.9)),
|
||||||
r#$detailblendfactor: 1.0,
|
r#$detailblendfactor: 1.0,
|
||||||
r#$detailblendmode: 0,
|
r#$detailblendmode: 0,
|
||||||
r#$modelmaterial: None,
|
r#$modelmaterial: None,
|
||||||
|
|
|
||||||
|
|
@ -14,7 +14,7 @@ water(WaterMaterial(
|
||||||
r#$bumptransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
r#$bumptransform: "center 0.5 0.5 scale 1 1 rotate 0 translate 0 0",
|
||||||
r#$flashlighttint: 1.0,
|
r#$flashlighttint: 1.0,
|
||||||
r#$fogenable: true,
|
r#$fogenable: true,
|
||||||
r#$fogenable: Vec3((1.0, 1.0, 1.0)),
|
r#$fogcolor: Vec3((35.0, 32.0, 20.0)),
|
||||||
r#$fogstart: 0.0,
|
r#$fogstart: 0.0,
|
||||||
r#$fogend: 170.0,
|
r#$fogend: 170.0,
|
||||||
r#$lightmapwaterfog: false,
|
r#$lightmapwaterfog: false,
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue