Example of the Clipboard settings. To change the clipboard style, use the Options menu. To export a stage or shader, rightclick it and select Copy (or cut).

Plain text style

This mode is meant to help pasting data into notepad or word. When used in html, such as in this page, it'll be all garbled up (this page cheats with a <PRE> tag).

---begin---


textures/base_wall/bluemetalsupport2eye
{
	q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga
	surfaceparm nomarks
	q3map_surfacelight 300
	{
		map textures/base_wall/chrome_env.tga
		rgbGen identity
		tcMod scale 0.25 0.25
		tcGen environment 
	}
	{
		map textures/base_wall/bluemetalsupport2eye.tga
		blendfunc blend
		rgbGen identity
	}
	{
		map $lightmap 
		blendfunc filter
		rgbGen identity
		tcGen lightmap 
	}
	{
		map textures/base_wall/bluemetalsupport2eyel.tga
		blendfunc add
		rgbGen wave triangle 0.5 0.5 0 0.5 
	}
}
---end---

 

Pure HTML style

The "pure" thing about this style is that it does not work when you use it in UBB forums that have HTML enabled. This style uses a <TABLE> to make the background lightgrey, and the colors actually readable. UBB does not allow tables (nor do most others online forums or news scripts).

---begin---

textures/base_wall/bluemetalsupport2eye
{
    q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga
    surfaceparm nomarks
    q3map_surfacelight 300
    {
        map textures/base_wall/chrome_env.tga
        rgbGen identity
        tcMod scale 0.25 0.25
        tcGen environment 
    }
    {
        map textures/base_wall/bluemetalsupport2eye.tga
        blendfunc blend
        rgbGen identity
    }
    {
        map $lightmap 
        blendfunc filter
        rgbGen identity
        tcGen lightmap 
    }
    {
        map textures/base_wall/bluemetalsupport2eyel.tga
        blendfunc add
        rgbGen wave triangle 0.5 0.5 0 0.5 
    }
}

---end---

 

HTML for UBB style

Does not use a table, which means that UBB is ok. The colors are picked to be used on a black background.

---begin---

textures/base_wall/bluemetalsupport2eye
{
    q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga
    surfaceparm nomarks
    q3map_surfacelight 300
    {
        map textures/base_wall/chrome_env.tga
        rgbGen identity
        tcMod scale 0.25 0.25
        tcGen environment 
    }
    {
        map textures/base_wall/bluemetalsupport2eye.tga
        blendfunc blend
        rgbGen identity
    }
    {
        map $lightmap 
        blendfunc filter
        rgbGen identity
        tcGen lightmap 
    }
    {
        map textures/base_wall/bluemetalsupport2eyel.tga
        blendfunc add
        rgbGen wave triangle 0.5 0.5 0 0.5 
    }
}

---end---

 

UBB style

Some UBB forums don't support HTML at all. Q3ASE can still help you here by adding [code] around the listing, and setting reserved keywords in bold, numbers in italics (this page cheat-inserts a <PRE> tag).

---begin---

[code]
textures/base_wall/bluemetalsupport2eye
{
	[b]q3map_lightimage[/b] textures/base_wall/bluemetalsupport2eyel.tga
	[b]surfaceparm[/b] [b]nomarks
[/b]	[b]q3map_surfacelight[/b] [i]300
[/i]	{
		[b]map[/b] textures/base_wall/chrome_env.tga
		[b]rgbGen[/b] [b]identity
[/b]		[b]tcMod[/b] [b]scale[/b] [i]0.25[/i] [i]0.25
[/i]		[b]tcGen[/b] [b]environment[/b] 
	}
	{
		[b]map[/b] textures/base_wall/bluemetalsupport2eye.tga
		[b]blendfunc[/b] [b]blend
[/b]		[b]rgbGen[/b] [b]identity
[/b]	}
	{
		[b]map[/b] [b]$lightmap[/b] 
		[b]blendfunc[/b] [b]filter
[/b]		[b]rgbGen[/b] [b]identity
[/b]		[b]tcGen[/b] [b]lightmap[/b] 
	}
	{
		[b]map[/b] textures/base_wall/bluemetalsupport2eyel.tga
		[b]blendfunc[/b] [b]add
[/b]		[b]rgbGen[/b] [b]wave[/b] [b]triangle[/b] [i]0.5[/i] [i]0.5[/i] [i]0[/i] [i]0.5[/i] 
	}
}

[/code]
---end---
which gives :


code:

textures/base_wall/bluemetalsupport2eye
{
q3map_lightimage textures/base_wall/bluemetalsupport2eyel.tga
surfaceparm nomarks
q3map_surfacelight 300
{
map textures/base_wall/chrome_env.tga
rgbGen identity
tcMod scale 0.25 0.25
tcGen environment
}
{
map textures/base_wall/bluemetalsupport2eye.tga
blendfunc blend
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
tcGen lightmap
}
{
map textures/base_wall/bluemetalsupport2eyel.tga
blendfunc add
rgbGen wave triangle 0.5 0.5 0 0.5
}
}