

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter_berzerk/berzerker
{
	noSelfShadow	
	renderbump	-size 1024 1024 -aa 2 -colormap models/monsters/hunter_berzerk/berzerker_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
	diffusemap	models/monsters/hunter_berzerk/berzerker_d.tga
	bumpmap	addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 8 ) )
	specularmap	models/monsters/hunter_berzerk/berzerker_s.tga
	{
		name	"Stage 4"
		map	models/monsters/hunter_berzerk/berzerker_l.tga
		blend	add
	}
	{
		name	"Stage 5"
		map	models/monsters/hunter_berzerk/berzerker_heart_FX.tga
		blend	add
		rgb	flickertable [ time * 3 ]
	}
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter_berzerk/bhunter_enrage
{
	metal
	bumpmap	addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
	specularmap	models/monsters/hunter_berzerk/berzerker_enraged_s.tga
	diffusemap	models/monsters/hunter_berzerk/berzerker_enraged_d.tga
	{
		name	"Stage 3"
		map	models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
		blend	add
		alpha	0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ])
	}
	{
		name	"Stage 4"
		map	models/monsters/hunter_berzerk/berzerker_heart_FX.tga
		blend	add
		rgb	flickertable [ time * 3 ]
	}
}


models/monsters/hunter_berzerk/bhunter_toberserk
{
	noselfshadow
	clamp
	metal
	deform particle berzerker_enrage
// blended part
	{
		blend 		bumpmap
		map			addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
		// note that you do NOT put vertexColor on the bumpmap
	}
	{
		blend 		diffusemap
		map			models/monsters/hunter_berzerk/berzerker_d.tga
		rgb			1-death_fade[(time+Parm4)*.5]
	}
	{
		blend		specularmap
		map			models/monsters/hunter_berzerk/berzerker_s.tga
		rgb			1-death_fade[(time+Parm4)*.5]
 
	}
// inverse blended part
	{
		blend		bumpmap
		map			addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
	}
	{
		blend		diffusemap
		map			models/monsters/hunter_berzerk/berzerker_enraged_d.tga
		rgb			death_fade[(time+Parm4)*.5]

			}
	{
		blend 		specularmap
		map			models/monsters/hunter_berzerk/berzerker_enraged_s.tga
		rgb			death_fade[(time+Parm4)*.5]

	}
	{
		name		"Stage 3"
		map			models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
		blend		add
		//alpha		death_fade[(time+Parm4)*.5] * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
		rgb			death_fade[(time+Parm4)*.5]
	}
}


models/monsters/hunter_berzerk/bhunter_cinematic
{
	noselfshadow
	clamp
	metal
	deform particle berzerker_enrage
// blended part
	{
		blend 		bumpmap
		map			addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
		// note that you do NOT put vertexColor on the bumpmap
	}
	{
		blend 		diffusemap
		map			models/monsters/hunter_berzerk/berzerker_d.tga
		rgb			1-death_fade[(time+Parm4)*.3]
	}
	{
		blend		specularmap
		map			models/monsters/hunter_berzerk/berzerker_s.tga
		rgb			1-death_fade[(time+Parm4)*.3]
 
	}
// inverse blended part
	{
		blend		bumpmap
		map			addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
	}
	{
		blend		diffusemap
		map			models/monsters/hunter_berzerk/berzerker_enraged_d.tga
		rgb			death_fade[(time+Parm4)*.3]

			}
	{
		blend 		specularmap
		map			models/monsters/hunter_berzerk/berzerker_enraged_s.tga
		rgb			death_fade[(time+Parm4)*.3]

	}
	{
		name		"Stage 3"
		map			models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
		blend		add
		//alpha		death_fade[(time+Parm4)*.3] * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
		rgb			death_fade[(time+Parm4)*.3]
	}
}

models/monsters/hunter_berzerk/bhunter_tonormal
{
	noselfshadow
	clamp
	

// blended part
	{
		blend 		bumpmap
		map			addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
		// note that you do NOT put vertexColor on the bumpmap
	}
	{
		blend 		diffusemap
		map			models/monsters/hunter_berzerk/berzerker_d.tga
		rgb			death_fade[(time+Parm4)*.5]
	}
	{
		blend		specularmap
		map			models/monsters/hunter_berzerk/berzerker_s.tga
		rgb			death_fade[(time+Parm4)*.5]
	}
// inverse blended part
	{
		blend		bumpmap
		map			addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
	}
	{
		blend		diffusemap
		map			models/monsters/hunter_berzerk/berzerker_enraged_d.tga
		rgb			1-death_fade[(time+Parm4)*.5]
	}
	{
		blend 		specularmap
		map			models/monsters/hunter_berzerk/berzerker_enraged_s.tga
		rgb			1-death_fade[(time+Parm4)*.5]
	}
	{
		name		"Stage 3"
		map			models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
		blend		add
		//alpha		(1-death_fade[(time+Parm4)*.5]) * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
		rgb			1-death_fade[(time+Parm4)*.5]
	}	
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter_berzerk/heart
{
	noSelfShadow	
	renderbump	-size 128 128 -aa 2  models/gibs/heart_local.tga models/gibs/heart_hi.lwo
	diffusemap	models/monsters/hunter_berzerk/bheart_d.tga
	bumpmap	addnormals(models/monsters/hunter_berzerk/bheart_local.tga, heightmap(models/monsters/hunter_berzerk/bheart_h.tga, 2 ) )
	specularmap	models/monsters/hunter_berzerk/bheart_s.tga
	{
		name	"Stage 4"
		map	models/monsters/hunter_berzerk/bheart_l.tga
		blend	add
		rgb	flickertable [ time*2 ]
	}
}



models/monsters/hunter_berzerk/b_claw1
{
    noselfShadow
	
	renderbump  -size 64 128 -aa 2  models/monsters/hunter_berzerk/b_claw_local.tga models/monsters/hunter_berzerk/b_claw_hi.lwo
	
    diffusemap	models/monsters/hunter_berzerk/b_claw_d.tga
    bumpmap	models/monsters/hunter_berzerk/b_claw_local.tga
    specularmap	models/monsters/hunter_berzerk/b_claw_s.tga
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter/berzerkerenraged2
{
	noSelfShadow	
	renderbump	-size 1024 1024 -aa 2 -colormap models/monsters/hunter_berzerk/berzerker_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
	diffusemap	models/monsters/hunter_berzerk/berzerker_enraged_d.tga
	bumpmap	addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 8 ) )
	specularmap	models/monsters/hunter_berzerk/berzerker_enraged_s.tga
	{
		name	"Stage 4"
		map	models/monsters/hunter_berzerk/berzerker_enraged_l.tga
		blend	add
		rgb	flickertable [ time * 2 ]
	}
	{
		name	"Stage 5"
		map	models/monsters/hunter_berzerk/berzerker_heart_FX.tga
		blend	add
		rgb	flickertable [ time * 3 ]
	}
}



/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter/berzerker_fx
{
	{
		name	"Stage 1"
		map	models/monsters/hunter_berzerk/berzerker_enraged_FX.tga
		blend	add
		alphatest	.9
	}
}




models/monsters/hunter_berzerker/berzerker2_heart
{
	surftype10
	noSelfShadow	
	renderbump	-size 256 256 -aa 2 -colormap models/monsters/hunter_berzerk/bheart_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo

	diffusemap	models/monsters/hunter_berzerk/bheart_d.tga
	bumpmap	        models/monsters/hunter_berzerk/bheart_local.tga 
//	specularmap	models/monsters/hunter_berzerk/bheart_s.tga
	
}



models/monsters/hunter_berzerk/bhunter_enrage_burn
{
	metal
	bumpmap	addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
	
	{	// burning corpse effect
		if	parm7			// only when dead
		
		// make a burned away alpha test for the normal skin
		blend	gl_zero, gl_one			// don't draw anything
		highQuality
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 0.3 * (time - parm7)
	}
	{	// burning corpse effect
		if parm7			// only when dead

		// draw the fire burn at a negative polygonOffset, so it is behind the other stages
		privatePolygonOffset	-1		// stage-only polygon offset
        blend add	
        blend gl_one, gl_zero
		highQuality
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	
	
	specularmap	models/monsters/hunter_berzerk/berzerker_enraged_s.tga
	diffusemap	models/monsters/hunter_berzerk/berzerker_enraged_d.tga
	{
		name	"Stage 3"
		map	models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
		blend	add
		alpha	0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ])
	}
	{
		name	"Stage 4"
		map	models/monsters/hunter_berzerk/berzerker_heart_FX.tga
		blend	add
		rgb	flickertable [ time * 3 ]
	}
}

models/monsters/hunter_berzerker/berzerker2_heart_burn
{
	surftype10
	noSelfShadow	
	renderbump	-size 256 256 -aa 2 -colormap models/monsters/hunter_berzerk/bheart_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
	
	{	// burning corpse effect
		if	parm7			// only when dead
		
		// make a burned away alpha test for the normal skin
		blend	gl_zero, gl_one			// don't draw anything
		highQuality
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 0.3 * (time - parm7)
	}
	{	// burning corpse effect
		if parm7			// only when dead

		// draw the fire burn at a negative polygonOffset, so it is behind the other stages
		privatePolygonOffset	-1		// stage-only polygon offset
        blend add	
        blend gl_one, gl_zero
		highQuality
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}

	diffusemap	models/monsters/hunter_berzerk/bheart_d.tga
	bumpmap	        models/monsters/hunter_berzerk/bheart_local.tga 
//	specularmap	models/monsters/hunter_berzerk/bheart_s.tga
	
}


models/monsters/hunter_berzerk/b_claw1_burn
{
    noselfShadow
	
	renderbump  -size 64 128 -aa 2  models/monsters/hunter_berzerk/b_claw_local.tga models/monsters/hunter_berzerk/b_claw_hi.lwo
	{	// burning corpse effect
			if	parm7			// only when dead
			
			// make a burned away alpha test for the normal skin
			blend	gl_zero, gl_one			// don't draw anything
			highQuality
			noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
			alphaTest 0.05 + 0.3 * (time - parm7)
	}
	{	// burning corpse effect
			if parm7			// only when dead
	
			// draw the fire burn at a negative polygonOffset, so it is behind the other stages
			privatePolygonOffset	-1		// stage-only polygon offset
	        blend add	
	        blend gl_one, gl_zero
			highQuality
			noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
			alphaTest 0.3 * (time - parm7)
	}
    diffusemap	models/monsters/hunter_berzerk/b_claw_d.tga
    bumpmap	models/monsters/hunter_berzerk/b_claw_local.tga
    specularmap	models/monsters/hunter_berzerk/b_claw_s.tga
}
