This defines a texture. All textures are procedures, and, hence, the procedure name is required. Each procedure has its own set of components. However, all procedures have the following set of components in common:
All components are specified using a keyword=value form.Components are separated by commas. Not all components are optional. The components may be specified in any order. Components which are not specified take on their default value. If any component is specified more than once, the last such specification will be used, and all previous ones ignored. Not all components are meaningful in all combinations. In situations where a component is not meaningful, any specification of it will be ignored with no ill effect.
Only those components common to all texture procedures are described here, See the description of the individual texture procedures for definition of the components unique to each. Note that texture components are not reserved words (and, thus, are not printed in bold here), although the terms texture and procedure both are reserved.
This component may be animated.
If mirror is TRUE, then repeated “tiles” of a texture are alternately flipped. Thus the colors at the seams will match, hiding the seams.
This can be useful when trying to cover a large surface with a small texture sample. Note, however, that blur does not work across the seam when mirror = TRUE, and seams will appear between tiles if the texture is blurred.
For high quality seamless wrapping of textures, use the standalone “Fixwrap” on the source pix file instead of mirror. Fixwrap is included with alias_gifts. Type “fixwrap” without arguments for help information.
This component may be animated.
The red, green, and blue components of the texture are multiplied by the numbers specified in the rgbmult triplet. The default of (1.0, 1.0, 1.0) means that all values are multiplied by 1, and are not changed. To darken the red component of a texture, reduce the first number. Using (0.5, 1.0, 1.0) results in the range for the red component being reduced to 0-128, and leaves the green and blue components at their full values. To increase the range of a component, use a number greater than 1. Be aware that you can’t get any brighter than 255 for each component.
The value assigned to uscale and vscale indicates the relative size of the texture map on the object 1 gives a full copy of the texture map. A scale of 0.5 means that the size of the texture map is double that of a scale of one: that is, only half of the texture map fits on the object. Scale is assigned in both u and v directions.
Sx and sy are only relevant to the Camera Type in Solid Projection. They store the scaling factors from the filmback space to image plane space.