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Visual Studio Code & Shaders https://www.quake3world.com/forum/viewtopic.php?f=10&t=53329 |
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Author: | CZghost [ 05-30-2017 03:17 PM ] |
Post subject: | Visual Studio Code & Shaders |
Hello. Recently I found quite good code editor by Microsoft, available for Windows, Linux and Mac, titled as Visual Studio Code. It's pretty much just a text editor, with syntax highlighting feature and auto-completion feature. I'd recommend this editor alongside with other ones (like Notepad++ for Windows or Sublime Text for Linux) as it knows only two formats of line ends (omits Mac CR format on Windows), but it can seriously take over the place of your current text editor (even classic Notepad on Windows or gedit on Linux) It has also debugging options, though much limited compared to full Visual Studio IDE. My goal is this: Create and release extension for Visual Studio Code for highlighting syntax of Quake engine shaders. I know that shader has this format: Code: textures/custom/sprite { surfaceparm nolightmap surfaceparm nodlight surfaceparm nomarks surfaceparm noimpact surfaceparm trans deformVertexes autosprite { map textures/custom/sprite.tga blendFunc GL_ONE GL_ONE rgbGen wave square 0 1 .25 .125 } } And I would like to know how to make such syntax highlight using yo code. I mean, how to design keywords plus their parameters, how to design q3map2 directives (and allow for custom ones), allowing for custom surfaceparms, etc. Pretty much take plenty of notes from obsidian's Shader Manual and make syntax highlighter for VS Code out of that. It's great guide and making a tool for relatively new coding text editor to help to find its users also here between level designers would be great pleasure for me. But it's really new editor and I have to learn all the possibilities for it, including creation of custom syntax highlighter for custom languages (which shader is). |
Author: | Fjoggs [ 05-30-2017 10:56 PM ] |
Post subject: | Re: Visual Studio Code & Shaders |
I haven't tried it myself, but here's syntax highlighting for Sublime: https://packagecontrol.io/packages/Quake3%20Script |
Author: | CZghost [ 05-31-2017 01:27 AM ] |
Post subject: | Re: Visual Studio Code & Shaders |
Unfortunately, I do not have Sublime Text, so I could only look into syntax and borrow some methods, if it will correspond to my needs:
In fact, I just started using VS Code and it's really good editor. It lets me install various extensions which may turn it into a simple, yet full working IDE (something like Vim on Linux). I also installed Vim mode to VS Code, so I can use simple keyboard strokes to execute text editing commands. Just like Vim. It's pretty handy sometimes... |
Author: | obsidian [ 05-31-2017 08:58 PM ] |
Post subject: | Re: Visual Studio Code & Shaders |
Fjoggs wrote: I haven't tried it myself, but here's syntax highlighting for Sublime: https://packagecontrol.io/packages/Quake3%20Script Thanks! |
Author: | Fjoggs [ 06-03-2017 03:50 AM ] |
Post subject: | Re: Visual Studio Code & Shaders |
CZghost wrote: Unfortunately, I do not have Sublime Text, so I could only look into syntax and borrow some methods, if it will correspond to my needs: You can just download it. It's basically free. |
Author: | CZghost [ 06-11-2017 07:34 AM ] |
Post subject: | Re: Visual Studio Code & Shaders |
@Fjoggs: Well, it's pretty logical. Since I will have to move to Linux soon, it's just to give it a try Windows just drives me crazy |
Author: | CZghost [ 06-11-2017 07:44 AM ] |
Post subject: | Re: Visual Studio Code & Shaders |
Well, works pretty good |
Author: | CZghost [ 12-16-2018 04:19 AM ] |
Post subject: | Re: Visual Studio Code & Shaders |
Okay, Installed Sublime Text 3 and it seems to work perfectly I'll use Sublime Text for Quake 3 script coding, because it runs quite smoother and quicker than VS Code. |
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