Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 |
//============================================================================= // Texture: An Unreal texture map. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Texture extends Bitmap safereplace native noexport; // Subtextures. var(Texture) texture BumpMap; // Bump map to illuminate this texture with. var(Texture) texture DetailTexture; // Detail texture to apply. var(Texture) texture MacroTexture; // Macrotexture to apply, not currently used. // Surface properties. var(Texture) float Diffuse; // Diffuse lighting coefficient. var(Texture) float Specular; // Specular lighting coefficient. var(Texture) float Alpha; // Alpha. var(Texture) float DrawScale; // Scaling relative to parent. var(Texture) float Friction; // Surface friction coefficient, 1.0=none, 0.95=some. var(Texture) float MipMult; // Mipmap multiplier. // Sounds. var() sound FootstepSound; // Footstep sound. var() sound HitSound; // Sound when the texture is hit with a projectile. // Surface flags. !!out of date var bool bInvisible; var(Surface) editconst bool bMasked; var(Surface) bool bTransparent; var bool bNotSolid; var(Surface) bool bEnvironment; var bool bSemisolid; var(Surface) bool bModulate; var(Surface) bool bFakeBackdrop; var(Surface) bool bTwoSided; var(Surface) bool bAutoUPan; var(Surface) bool bAutoVPan; var(Surface) bool bNoSmooth; var(Surface) bool bBigWavy; var(Surface) bool bSmallWavy; var(Surface) bool bWaterWavy; var bool bLowShadowDetail; var bool bNoMerge; var(Surface) bool bCloudWavy; var bool bDirtyShadows; var bool bHighLedge; var bool bSpecialLit; var bool bGouraud; var(Surface) bool bUnlit; var bool bHighShadowDetail; var bool bPortal; var const bool bMirrored, bX2, bX3; var const bool bX4, bX5, bX6, bX7; // Texture flags. var(Quality) private bool bHighColorQuality; // High color quality hint. var(Quality) private bool bHighTextureQuality; // High color quality hint. var private bool bRealtime; // Texture changes in realtime. var private bool bParametric; // Texture data need not be stored. var private transient bool bRealtimeChanged; // Changed since last render. var private bool bHasComp; // Whether a compressed version exists. // Level of detail set. var(Quality) enum ELODSet { LODSET_None, // No level of detail mipmap tossing. LODSET_World, // World level-of-detail set. LODSET_Skin, // Skin level-of-detail set. } LODSet; // Animation. var(Animation) texture AnimNext; var transient texture AnimCurrent; var(Animation) byte PrimeCount; var transient byte PrimeCurrent; var(Animation) float MinFrameRate, MaxFrameRate; var transient float Accumulator; // Mipmaps. var private native const array<int> Mips, CompMips; var const ETextureFormat CompFormat; defaultproperties { Diffuse=1.000000 Specular=1.000000 DrawScale=1.000000 Friction=1.000000 MipMult=1.000000 LODSet=LODSET_World } |
Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
previous class next class | frames no frames |