table eyestable { { .3, 1, .9, .8, .5, .6, .5, .2, .7, .8, .3, .9, .3, .1, .5, .9, .2, .8 } }
table maggottable { { 0,0,0,0,0,0,1,.6,.4,.1,0,1,.6,.4,.1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 } }
table revtable { { .5,.5,.5,.5,.4,.5,.6,.7,0.6,.5,.4,.3  } }
table rev2table { { .6,.5,.5,.4,.5,.3,.6,.6,.4,.2,.2,.4  } }
table fireballtable { { .7,.8,1,1,1,1,1,1,.8,1,1,1,.8,.8,1,.7,1,.7,1,.7,.8,1,1,1,.7,.7  } }
table death_fade { clamp { 0, 1 } }
table throbtable2 { { 0,.25,.5,1,.5,.25 } }
table vagtable { { 0,0,0,0,0,0,0,.25,.25,.25,.25,.5,.5,.5,.5,1,1,1,1,1,1,1,1,1,1,1,1,.5,.25,.25,.5,1,.5,.25 } }
table archtable { clamp { 0,.25,.5,1,.5,.25, 0 } }
table guardian_table { { .25,.25,.25,.25,.5,.5,.5,.5,1,1,1,1,1,1,1,1,1,1,1,1,.5,.25,.25,.5,.5,.5,.25 } }
table guardianfire_table { { .25,.25,.25,.25,.5,.5,.5,.5,1,1,1,1,1,1,1,1,1,1,1,1,.5,.25,.25,.5,.5,.5,.25 } }
table guardianglow_table { { .1, .1,.125,.125,.25,.125,.125,.125,.125,.125,.125,.125,.125,.125,.1 } }

// i can break stuff


models/monsters/imp/imp
{
	unsmoothedTangents
	//noselfshadow
	flesh
	renderbump  -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.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
		
		map models/monsters/imp/imp_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
		
		map models/monsters/imp/imp_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays	
	bumpmap	addnormals (models/monsters/imp/imp_local, heightmap (models/monsters/imp/imp_bmp.tga, 6) )
	diffusemap models/monsters/imp/imp_d
	specularmap	models/monsters/imp/imp_s
}	


models/monsters/wraith/wraith

{
    noselfShadow
	unsmoothedtangents
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/wraith/wraith_local.tga models/monsters/wraith/wraith_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
		
		map models/monsters/wraith/wraith_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
		
		map models/monsters/wraith/wraith_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
		forceoverlays	
	    diffusemap	   models/monsters/wraith/wraith.tga
		bumpmap		addnormals(models/monsters/wraith/wraith_local.tga, heightmap(models/monsters/wraith/wraith_h.tga, 3 ) )
		specularmap		models/monsters/wraith/wraith_s.tga

}

models/monsters/ticks/tick
{
        noSelfShadow
	flesh
	clamp
	unsmoothedtangents

        renderbump  -size 128 128 -trace 0.1 -colorMap -aa 4  models/monsters/ticks/tick_local.tga models/monsters/ticks/tick_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
		
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	
	forceoverlays
	
        diffusemap	models/monsters/ticks/tick_d.tga
	bumpmap	        models/monsters/ticks/tick_local.tga 
        specularmap	models/monsters/ticks/tick_s.tga
}

models/monsters/ticks/tleg
{
        noSelfShadow
	noshadows
	flesh
	clamp
	unsmoothedtangents
	//forceoverlays
   	{       
   		if ( parm7 == 0 )
      	     blend	diffusemap
	     map	models/monsters/ticks/tleg_d.tga
	     alphaTest 0.5
	}   
	{       
   		if ( parm7 == 0 )
      	blend	bumpmap	
	    map	models/monsters/ticks/tleg_local.tga 
	     
	} 
	{       
   		if ( parm7 == 0 )
      	blend	specularmap
	    map	models/monsters/ticks/tleg_s.tga
	     
	}   
	        
        	
}


models/monsters/maledict/mtongue
{
        noSelfShadow
		//noshadows
		clamp
		unsmoothedtangents
		flesh

        renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/maledict/mtongue_local.tga models/monsters/maledict/mtongue_hi.lwo


	diffusemap 	models/monsters/maledict/mtongue.tga
    bumpmap		addnormals(models/monsters/maledict/mtongue_local.tga, heightmap( models/monsters/maledict/mtongue_h.tga, 3 ) )
    specularmap	models/monsters/maledict/mtongue_s.tga
}



models/monsters/maledict/maledict
{
        noSelfShadow
		clamp
		unsmoothedtangents
		flesh

        renderbump  -size 2048 2048 -trace 0.01 -colorMap -aa 1  models/monsters/maledict/maledict_local.tga models/monsters/maledict/maledict_hi.lwo


        {    
		   
      	     blend	diffusemap
	     map	models/monsters/maledict/maledict_d.tga
	     alphaTest 0.5
	}
        bumpmap		addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/maledict_h.tga, 3 ) )
        specularmap	models/monsters/maledict/maledict_s.tga
}


models/monsters/maledict/bmaledict
{
        noSelfShadow
		clamp
		unsmoothedtangents
		flesh

        {    
		   
      	     blend	diffusemap
	     map	models/monsters/maledict/bmaledict_d.tga
	     alphaTest 0.5
	}
        bumpmap		addnormals(models/monsters/maledict/maledict_local.tga, heightmap( models/monsters/maledict/bmaledict_h.tga, 3 ) )
        specularmap	models/monsters/maledict/bmaledict_s.tga
}




models/monsters/zombie/sawyer/shair1
{
	translucent
	clamp

	{       
      	        blend	filter
		map	models/monsters/zombie/sawyer/shair1.tga

	}


}

models/mapobjects/corpses/adrian

{
    noselfShadow
    flesh
	clamp
 	
	     diffusemap	   models/mapobjects/corpses/a_morgue_d09_fin.tga
	     bumpmap	   addnormals(models/mapobjects/corpses/morgue_local.tga, heightmap(models/mapobjects/corpses/a_morgue_b01_fin.tga, 3 ) )
	     specularmap   models/mapobjects/corpses/a_morgue_s01_fin.tga

}


models/monsters/zombie/morgue/morgue

{
    noselfShadow
     unsmoothedtangents
	flesh
	clamp

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.5 * (time - parm7)
}
	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/monsters/zombie/morgue/morgue_local.tga models/monsters/zombie/morgue/morgue_hi.lwo
 		forceoverlays
	     diffusemap	   models/monsters/zombie/morgue/morgue_d.tga
	     bumpmap	   addnormals(models/monsters/zombie/morgue/morgue_local.tga, heightmap(models/monsters/zombie/morgue/morgue_h.tga, 3 ) )
	     specularmap   models/monsters/zombie/morgue/morgue_s.tga

}

models/monsters/zombie/sawyer/sawyer
{
       noSelfShadow
		unsmoothedTangents
		flesh
		clamp

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.5 * (time - parm7)
}

	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/monsters/zombie/sawyer/sawyer_local.tga models/monsters/zombie/sawyer/sawyer_hi.lwo
		forceoverlays
 		diffusemap	   models/monsters/zombie/sawyer/sawyer_d.tga

		{
 		  blend bumpmap
          map   addnormals(models/monsters/zombie/sawyer/sawyer_local.tga, heightmap(models/monsters/zombie/sawyer/sawyer_h.tga, 6 ) )
     	}
		 specularmap   models/monsters/zombie/sawyer/sawyer_s.tga
}


models/monsters/sabaoth/treads

{
        noSelfShadow
        noshadows
		ricochet
		

     {       
      	 blend	diffusemap
	     map	models/monsters/sabaoth/treads_d.tga
	     alphaTest 0.5
	translate	time * 0 , time * 2
     }

     {
	blend	bumpmap	
	map	models/monsters/sabaoth/treads_local.tga
	translate	time * 0 , time * 2
     }

     {
	blend	specularmap
	map	models/monsters/sabaoth/treads_s.tga
	translate	time * 0 , time * 2
     }
      
}

models/monsters/sabaoth/treads_slow
{
        noSelfShadow
        noshadows
		ricochet

     {       
      	 blend	diffusemap
	     map	models/monsters/sabaoth/treads_d.tga
	     alphaTest 0.5
	translate	time * 0 , time * 2
     }

     {
	blend	bumpmap	
	map	models/monsters/sabaoth/treads_local.tga
	translate	time * 0 , time * 2
     }

     {
	blend	specularmap
	map	models/monsters/sabaoth/treads_s.tga
	translate	time * 0 , time * 2
     }
      
}

models/monsters/sabaoth/treads_stopped
{
        noSelfShadow
        noshadows
		ricochet

     {       
      	 blend	diffusemap
	     map	models/monsters/sabaoth/treads_d.tga
	     alphaTest 0.5
     }

     {
	blend	bumpmap	
	map	models/monsters/sabaoth/treads_local.tga
     }

     {
	blend	specularmap
	map	models/monsters/sabaoth/treads_s.tga
     }
      
}


models/monsters/sabaoth/gear3

{
        noSelfShadow
        noshadows
		ricochet

     {       
      	 blend	diffusemap
	     map	models/monsters/sabaoth/gear3_d.tga
	     alphaTest 0.5
	//rotate	time * -.45
	clamp
     }

     {
	blend	bumpmap	
	map	models/monsters/sabaoth/gear3_local.tga
	//rotate	time * -.45
	clamp
     }

     {
	blend	specularmap
	map	models/monsters/sabaoth/gear3_s.tga
	//rotate	time * -.45
	clamp
     }
      
}



models/monsters/sabaoth/gear2
{
        noSelfShadow
        noshadows
		ricochet

     {       
      	 blend	diffusemap
	     map	models/monsters/sabaoth/gear2_d.tga
	     alphaTest 0.5
	//rotate	time * -.45
	clamp
     }

     {
	blend	bumpmap	
	map	models/monsters/sabaoth/gear2_local.tga
	//rotate	time * -.45
	clamp
     }

     {
	blend	specularmap
	map	models/monsters/sabaoth/gear2_s.tga
	//rotate	time * -.45
	clamp
     }
      
}

models/monsters/sabaoth/gear1

{
        noSelfShadow
        noshadows
		ricochet

     {       
      	 blend	diffusemap
	     map	models/monsters/sabaoth/gear1_d.tga
	     alphaTest 0.5
	//rotate	time * .45
	clamp
     }

     {
	blend	bumpmap	
	map	models/monsters/sabaoth/gear1_local.tga
	//rotate	time * .45
	clamp
     }

     {
	blend	specularmap
	map	models/monsters/sabaoth/gear1_s.tga
	//rotate	time * .45
	clamp
     }
      
}


models/monsters/sabaoth/sabaoth
{
        noSelfShadow
		flesh
		clamp
		unsmoothedtangents

        renderbump  -size 2048 2048 -trace 0.02 -colorMap -aa 1  models/monsters/sabaoth/sabaoth_local.tga models/monsters/sabaoth/sabaoth_hi.lwo

	{

        	blend diffusemap	
		map models/monsters/sabaoth/sabaoth_d.tga
		red 	1
		green 	1
		blue 	1
	}




	bumpmap		addnormals(models/monsters/sabaoth/sabaoth_local.tga, heightmap( models/monsters/sabaoth/sabaoth_h.tga, 3 ) )
        

	{
	
		blend	specularmap	
		map	models/monsters/sabaoth/sabaoth_s.tga
		red 	.45
		green 	.45
		blue 	.45

	}


	{	
		maskcolor				
	   	map	makealpha( models/monsters/sabaoth/sabaoth_e.tga)
	}

}



models/monsters/vagary/eyes
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact

	{ 
	 if ( parm7 == 0 )    
      	 blend	add
	 map	models/monsters/vagary/eyes.tga
	rgb		throbtable2[ time * .3 ] -.6
	}


 }

models/monsters/vagary/vagary
{
        noSelfShadow
		flesh
		unsmoothedtangents
		clamp


	{	// 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
		
		map models/monsters/vagary/vagary_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
		
		map models/monsters/vagary/vagary_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays	
	renderbump  -size 1024 1024 -trace 0.1 -colorMap -aa 2  models/monsters/vagary/vagary_local.tga models/monsters/vagary/vagary_hi.lwo
	diffusemap	models/monsters/vagary/vagary.tga
	bumpmap		addnormals(models/monsters/vagary/vagary_local.tga, heightmap( models/monsters/vagary/vagary_h.tga, 9 ) )
        specularmap	models/monsters/vagary/vagary_s.tga
}

models/monsters/vagary/sac
{
        noSelfShadow
		noshadows
		translucent
		unsmoothedtangents
		liquid
		clamp






        renderbump  -size 256 256 -trace 0.02 -colorMap -aa 2  models/monsters/vagary/sac_local.tga models/monsters/vagary/sac_hi.lwo
	   
	   {
		if ( parm7 == 0 )
		blend 		diffusemap
       		map	models/monsters/vagary/sac.tga
	   }
	   {	
		if ( parm7 == 0 )
		blend		bumpmap
		map		addnormals( models/monsters/vagary/sac_local.tga, heightmap( models/monsters/vagary/sac_h.tga, 8 ) )
	   }	 
       	   {
		if ( parm7 == 0 )
      		blend	specularmap
		map		models/monsters/vagary/sac_s.tga
		//scroll	time * 0 , time * -0.1
	    }


}



models/monsters/zombie/bernie/hip_flame
{
	qer_editorimage textures/particles/flame3_strip.tga
	noSelfShadow
	translucent
	noShadows
	twosided
	deform tube
	{
		if	( parm7 == 0 )
		blend add
		map textures/particles/flame2_strip.tga
		scale 1 / 32 , 1
		scroll table32[ time * .65 ] , 0
		clamp
	}
}


models/monsters/zombie/bernie/butt_flame
{
	qer_editorimage textures/particles/flame3_strip.tga
	noSelfShadow
	translucent
	noShadows
	twosided
	deform sprite
	{
		if	( parm7 == 0 )
		blend add
		map textures/particles/burst_strip.tga
		scale 1 / 32 , 1
		scroll table32[ time * .7 ] , 0
		clamp
	}
}


models/monsters/zombie/bernie/pelvis_flame
{
	qer_editorimage textures/particles/flame3_strip.tga
	noSelfShadow
	translucent
	noShadows
	twosided
	deform tube
	{
		if	( parm7 == 0 )
		blend add
		map textures/particles/flame3_strip.tga
		scale 1 / 32 , 1
		scroll table32[ time * .8 ] , 0
		clamp
	}
}


models/monsters/zombie/bernie/trap_flame
{
	qer_editorimage textures/particles/flame3_strip.tga
	noSelfShadow
	translucent
	noShadows
	twosided
	deform tube
	{
		if	( parm7 == 0 )
		blend add
		map textures/particles/flame2_strip.tga
		scale 1 / 32 , 1
		scroll table32[ time * .7 ] , 0
		clamp
	}
}


models/monsters/zombie/bernie/head_flame
{
	qer_editorimage textures/particles/flame3_strip.tga
	noSelfShadow
	translucent
	noShadows
	twosided
	deform tube
	{
		if	( parm7 == 0 )
		blend add
		map textures/particles/flame3_strip.tga
		scale 1 / 32 , 1
		scroll table32[ time * .8 ] , 0
		clamp
	}
}


models/monsters/zombie/bernie/wrist_flame
{
	qer_editorimage textures/particles/flame3_strip.tga
	noSelfShadow
	translucent
	noShadows
	twosided
	deform tube
	{
		if	( parm7 == 0 )
		blend add
		map textures/particles/flame3_strip.tga
		scale 1 / 32 , 1
		scroll table32[ time * .9 ] , 0
		clamp
	}
}

models/monsters/zombie/bernie/berniefx
{
	noShadows
	noselfshadow
	//deform sprite
	flesh
	nonsolid
	noimpact
	translucent

	{
		if	( parm7 == 0 )
		maskcolor
		map makealpha(models/monsters/zombie/bernie/berniefx.tga)
	
	}
	{
		if	( parm7 == 0 )
	        blend gl_dst_alpha, gl_one
			maskalpha
		    map models/monsters/lost/lostfx.tga
			red   1
			blue  .5
			green .5
			translate	time * 0.2 , time * 1.1
	}



 }

models/monsters/zombie/bernie/jerky1

{
 	noShadows
	noselfShadow
	translucent
	qer_editorimage models/monsters/zombie/bernie/jerky1.tga

    {       
      	 blend	diffusemap
	     map	models/monsters/zombie/bernie/jerky1.tga
	     alphaTest 0.7
	}
	{ 
		 blend  bumpmap	
		 map    heightmap (models/monsters/zombie/bernie/jerky1_h.tga, 30)
		scroll	time * 0 , time * -0.1
	}  
	specularmap 	models/monsters/zombie/bernie/jerky1_s.tga 

}

models/monsters/zombie/bernie/bernie
{
       noSelfShadow
		flesh
		clamp

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.5 * (time - parm7)
	}

	renderbump  -size 1024 1024 -trace 0.1 -colorMap -aa 2  models/monsters/zombie/bernie/bernie_local.tga models/monsters/zombie/bernie/bernie_hi.lwo
		forceoverlays
	    diffusemap	   models/monsters/zombie/bernie/bernie_d.tga
		bumpmap		addnormals(models/monsters/zombie/bernie/bernie_local.tga, heightmap(models/monsters/zombie/bernie/bernie_h.tga, 10 ) )
		specularmap		models/monsters/zombie/bernie/bernie_s.tga
}



models/monsters/wraith/wing

{
 	flesh
	noselfShadow
	translucent
	

    {       
		if ( parm7 == 0 )
      	 blend	diffusemap
	     map	models/monsters/wraith/wing.tga
	     alphaTest 0.7
	}
	{ 
		if ( parm7 == 0 )
		 blend  bumpmap	
		 map    heightmap (models/monsters/wraith/wing_h.tga, 10)

	}  
	{
		if ( parm7 == 0 )
		blend		specularmap
		map 	models/monsters/wraith/wing_s.tga 
	}

}

models/monsters/wraith/weyes
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact

	{       
		if ( parm7 == 0 )
      	 blend	add
	 map	models/monsters/wraith/weyes.tga
	//rgb		eyestable[ time * .5 ]
	}


 }







models/gibs/pork

{
    noselfShadow
	unsmoothedTangents
	nonsolid
	noimpact
	flesh
	clamp

	renderbump  -size 512 512 -trace 0.02 -colorMap -aa 2  models/gibs/pork_local.tga models/gibs/pork_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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 0.2 * (time - parm7)
	}
 		{ 	
		blend diffusemap	
		map models/gibs/pork.tga
		//alphaTest parm6
	    } 	

		bumpmap		addnormals(models/gibs/pork_local.tga, heightmap(models/gibs/pork_h.tga, 10 ) )
		specularmap		models/gibs/pork_s.tga

}

models/monsters/skeleton/skeleton01head

{
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo

 	noselfShadow
	unsmoothedTangents
	noshadows
	nonsolid
	//noimpact removed by tim
	flesh
	clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 0.3 * (time - parm7)
	}

	 	{

        	blend diffusemap	
			map models/monsters/skeleton/skeleton01_d.tga
			//alphaTest parm7 // .5 + 0.5 * sintable [ time * .2  ]
		}
            specularmap 	models/monsters/skeleton/skeleton01_s.tga	
	        bumpmap		addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
       

}




models/monsters/skeleton/skeleton01

{
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo

 	noselfShadow
	unsmoothedTangents
	noshadows
	nonsolid
	//noimpact removed by tim
	flesh
	clamp

	{	// 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
		
		map models/monsters/skeleton/skeleton01_d.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 0.3 * (time - parm7)
	}

	{

        	blend diffusemap	
			map models/monsters/skeleton/skeleton01_d.tga
			//alphaTest parm7 // .5 + 0.5 * sintable [ time * .2  ]
	}
            specularmap 	models/monsters/skeleton/skeleton01_s.tga	
	        bumpmap		addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
       

}

models/monsters/skeleton/skragdoll

{
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo

 	noselfShadow
	unsmoothedTangents
	noshadows
	nonsolid
	flesh
	clamp

	{

        	blend diffusemap	
			map models/monsters/skeleton/skeleton01_d.tga
			alphaTest  .1 
	}
            specularmap 	models/monsters/skeleton/skeleton01_s.tga	
	        bumpmap		addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
       

}

models/monsters/skeleton/skeleton02_d

{
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/skeleton/skeleton01_local.tga models/monsters/skeleton/skeleton_hi.lwo

 	noselfShadow
	unsmoothedTangents
	noshadows
	nonsolid
	flesh
	clamp

	{

        	blend diffusemap	
			map models/monsters/skeleton/skeleton02_d.tga
			alphaTest  .1 
	}
            specularmap 	models/monsters/skeleton/skeleton02_s.tga	
	        bumpmap		addnormals(models/monsters/skeleton/skeleton01_local.tga, heightmap(models/monsters/skeleton/skeleton01_h.tga, 6 ) )
       

}



models/monsters/lost/lost_emit1
{
	noselfShadow
        noshadows	
	translucent
	
	deform particle2 lost_fire1
	{
      	        blend	add  
		map		models/monsters/spawn/particle1.tga
		colored	
	}


}


models/monsters/lost/lostfx
{
	noselfShadow
    noshadows	
	translucent
	metal
	
	//deform particle lost_fire1

	{
		if ( parm7 == 0 )
		maskcolor
		map makealpha(models/monsters/lost/lostfxmask.tga)
	
	}
	{
		if ( parm7 == 0 )
	        blend gl_dst_alpha, gl_one
			maskalpha
		    map models/monsters/lost/lostfx.tga
			translate	time * -2.8 , time * -.1
	}

}



models/monsters/zsecurity/dzsechead2

{
    noselfShadow
	unsmoothedTangents 	
	metal
	clamp
	nooverlays
	    diffusemap	    models/monsters/zsecurity/dzsechead2.tga
		bumpmap		    models/monsters/zsecurity/zsechead2_local.tga
		specularmap		models/monsters/zsecurity/dzsechead2_s.tga

}


models/monsters/spawn/bolt1
{
	qer_editorimage models/monsters/spawn/bolt1.tga
	noselfShadow
    noshadows	
	translucent
	discrete
	nonsolid
	noimpact
	twosided
	deform tube
	
	{
		maskcolor
		map makealpha(models/monsters/spawn/boltmask)
	
	}
	{
      	blend	gl_dst_alpha, gl_one
      	maskalpha
		map		models/monsters/spawn/bolt1.tga
		translate	time * 0 , time * -2
		colored
	}
	{
      	blend	gl_dst_alpha, gl_one
		map		models/monsters/spawn/bolt1.tga
		translate	time * 0 , time * -1.1
		scale 1, .77
		colored
	}
}

models/monsters/spawn/particle1
{
	qer_editorimage models/monsters/spawn/particle1.tga
	noselfShadow
    noshadows	
	translucent
	discrete
	nonsolid
	noimpact
	twosided
	deform sprite
	


	{
      	blend	add  
		map		models/monsters/spawn/particle1.tga
		colored	
	}
}

models/monsters/spawn/spike
{
	qer_editorimage models/monsters/spawn/spike.tga
	noselfShadow
    noshadows	
	translucent
	discrete
	nonsolid
	noimpact
	twosided
	deform tube
	

	DECAL_MACRO
	decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 )

	{
      	blend	add  
		map		models/monsters/spawn/spike.tga
	}
}


models/monsters/spawn/ring1
{
	qer_editorimage models/monsters/spawn/ring1.tga
	noselfShadow
    noshadows	
	translucent
	discrete
	nonsolid
	noimpact
	twosided


	{
      	blend	add  
		map		models/monsters/spawn/ring1.tga
	}
}



models/monsters/spawn/spawn_burn
{
	qer_editorimage models/monsters/spawn/spawn_burn.tga
	noselfShadow
    noshadows	
	translucent
	discrete
	nonsolid
	noimpact
	twosided

	DECAL_MACRO
	decalInfo 10 5 ( 1 1 1 1 ) ( 0 0 0 0 )
	
	{       
		//blend		gl_dst_color, gl_zero
      	blend		gl_zero, gl_one_minus_src_color
		map			models/monsters/spawn/spawn_burn.tga
		clamp		// we don't want it to tile if the projection extends past the bounds
		//rgb			decalFade[(time - Parm3)/(parm4 - parm3)]
		vertexColor	// oblique projections will be slightly faded down
	}

	{
      	blend	add  
		map		models/monsters/spawn/spawn_burn_glow.tga
		rgb		fireballtable[ time * .5 ]
		vertexColor	// oblique projections will be slightly faded down
	}
}

models/monsters/spawn/crack
{
	qer_editorimage models/m	onsters/spawn/crack.tga

	DECAL_MACRO
	decalInfo 0.75 10 ( 1 1 1 10 ) ( -5 -5 -5 0 )
	

	{       
      	blend		gl_zero, gl_one_minus_src_alpha
		map			makealpha(models/monsters/spawn/crack_burn.tga)
		clamp		// we don't want it to tile if the projection extends past the bounds
		vertexColor	// oblique projections will be slightly faded down
	}
		
	{
      	blend	add  
		map		models/monsters/spawn/crack.tga
		vertexColor	// oblique projections will be slightly faded down
	}
	

}


models/monsters/spawn/redspawn2

{
    noselfShadow
    noshadows	
	translucent
	discrete
	nonsolid
	noimpact
	twosided

	{ 
      
      		blend	add
	 		map	models/monsters/spawn/redspawn2.tga
			//rotate	time * 2
			translate	time * 0.2 , time * 0.1
			rotate	time * 1
			colored
			vertexColor
	}
	{ 
      
      		blend	add
	 		map	models/monsters/spawn/redspawn2.tga
			translate	time * 0.27 , time * 0.08
			rotate	time * -.5
			colored
			vertexColor
	}

}


models/monsters/spawn/redspawn1

{
    noselfShadow
    noshadows	
	deform sprite
	translucent
	discrete
	nonsolid
	noimpact

	{ 
      
      		 blend	add
	 		map	models/monsters/spawn/redspawn1.tga
			rotate	time * 1
			zeroClamp
			colored
			vertexColor
	}
	{ 
      
      		 blend	add
	 		map	models/monsters/spawn/redspawn1.tga
			rotate	time * -.6
			zeroClamp
			colored
			vertexColor
	}


}


models/monsters/gseeker/gseeker
{
	noSelfShadow
	flesh
	unsmoothedtangents
	clamp
	renderbump		-size 512 1024 -trace 0.07 -colorMap -aa 2  models/monsters/gseeker/gseeker_local.tga models/monsters/gseeker/gseeker_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
		
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	

	diffusemap		models/monsters/gseeker/gseeker.tga
	bumpmap			addnormals( models/monsters/gseeker/gseeker_local.tga, heightmap( models/monsters/gseeker/gseeker_h.tga, 14 ) )
	specularmap		models/monsters/gseeker/gseeker_s.tga
}




models/monsters/guardian/tongue

{	
	
    	flesh
	clamp
	unsmoothedTangents
 	//	diffusemap	    models/monsters/guardian/tongue.tga
	diffusemap	    models/monsters/guardian/tongue_new.tga
	bumpmap		addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) )
	specularmap		models/monsters/hellknight/tongue_s.tga

}


models/monsters/guardian/guardianfx
{
      	flesh
	clamp
	noselfShadow  		//	added by kc
	unsmoothedtangents
		
		
		{
			blend add
			//	map models/monsters/guardian/guardianfx
			map models/monsters/guardian/guardianfx_new2
			rgb		guardianfire_table[ time * .2 ]
		}
	 

}


models/monsters/guardian/guardian
{
	flesh
	clamp 
	noselfShadow  		//	added by kc
	unsmoothedtangents
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/guardian/guardian_local.tga models/monsters/guardian/guardian_hi.lwo



	//	diffusemap	models/monsters/guardian/guardian.tga
	//	bumpmap		addnormals( models/monsters/guardian/guardian_local.tga, heightmap( models/monsters/guardian/guardian_h.tga, 14 ) )
        //	specularmap	models/monsters/guardian/guardian_s.tga

		forceOverlays
		{	
			blend	diffusemap
			map	models/monsters/guardian/guardian_new.tga
			rgb		guardian_table[ time * .125 ]
		}


		{
			blend add
			map models/monsters/guardian/guardianfx_new
			rgb		guardianfire_table[ time * .25 ]
		}

		{
			blend add
			map models/monsters/guardian/guardianfx_new3
			rgb		guardianglow_table[ time * .125 ]
		}
		
		bumpmap addnormals( models/monsters/guardian/guardian_local.tga, heightmap( models/monsters/guardian/guardian_new_h.tga, 3 ) ) 
		specularmap models/monsters/guardian/guardian_new_s.tga
	
}



models/items/powerups/skull

{
	noshadows
	deform sprite
	noselfShadow
	translucent
	clamp

	//{
 	//	  blend bumpmap
   //        map models/items/powerups/skull_local.tga
   // }
	{
	      blend add
		  map models/items/powerups/skull.tga
			//rgb eyestable[ time * .03 ]
	}
}



models/monsters/zsecurity/id_badge

{
 	noShadows
	noselfShadow
	//polygonOffset
	nonsolid
	noimpact
	qer_editorimage models/monsters/zsecurity/id_badge.tga



	{       
      	 blend	diffusemap
	 map	models/monsters/zsecurity/id_badge.tga
	   alphaTest 0.5
	}
	specularmap 	models/monsters/zsecurity/id_badge_s.tga	
	bumpmap 	    models/monsters/zsecurity/id_badge_local.tga

		{       
      	 blend	add
	 map	models/monsters/zsecurity/id_gui.tga
	   rgb		fireballtable[ time * .6 ]
	}

       

}



models/monsters/zombie/fatty/fatty
{
       noSelfShadow
		unsmoothedTangents
		flesh
		clamp

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.5 * (time - parm7)
	}

	renderbump  -size 1024 1024 -trace 0.02 -aa 2  models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo
		forceoverlays
        diffusemap	  models/monsters/zombie/fatty/fatty_d.tga
		bumpmap		addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
        specularmap	models/monsters/zombie/fatty/fatty_s.tga
}


models/monsters/zombie/fatty/fattydamage
{
       noSelfShadow
		unsmoothedTangents
		flesh
		clamp

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.5 * (time - parm7)
	}

	renderbump  -size 1024 1024 -trace 0.02 -aa 2  models/monsters/zombie/fatty/fatty_local.tga models/monsters/zombie/fatty/fatty_hi.lwo
		forceoverlays
        diffusemap	  models/monsters/zombie/fatty/fatty_d.tga
		bumpmap		addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
        specularmap	models/monsters/zombie/fatty/fatty_s.tga
}




models/monsters/bruiser/h_bruiser
{
        //noSelfShadow
		unsmoothedTangents
		flesh
		clamp
		renderbump  -size 512 512 -colorMap -aa 2  models/monsters/bruiser/h_bruiser_local.tga models/monsters/bruiser/head_hi.lwo

        bumpmap		addnormals( models/monsters/bruiser/h_bruiser_local.tga, heightmap( models/monsters/bruiser/h_bruiser_b.tga, 4 ) )
        diffusemap	models/monsters/bruiser/h_bruiser.tga
        specularmap	models/monsters/bruiser/h_bruiser_s.tga
}

models/monsters/bruiser/bruiser
{
        flesh
		clamp
		unsmoothedTangents
		renderbump  -size 1024 1024 -colorMap -aa 2  models/monsters/bruiser/bruiser_local.tga models/monsters/bruiser/bruiser_hi.lwo

        bumpmap		addnormals( models/monsters/bruiser/bruiser_local.tga, heightmap( models/monsters/bruiser/bruiser_h.tga, 7 ) )
        diffusemap	models/monsters/bruiser/bruiser_d.tga
        specularmap	models/monsters/bruiser/bruiser_s.tga
		//{
		//blend	add
		//map	models/monsters/bruiser/bruiser_fx.tga
		//rgb		fireballtable[ time * .6 ]
	//}
}

models/monsters/revenant/revenant
{
    flesh
	clamp
	unsmoothedTangents

	renderbump  -size 1024 1024 -colorMap -aa 2  models/monsters/revenant/revenant_local.tga models/monsters/revenant/revenant_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
		
		map models/monsters/revenant/revenant_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
		
		map models/monsters/revenant/revenant_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	
		forceOverlays
	    diffusemap	models/monsters/revenant/revenant.tga
		bumpmap		addnormals(models/monsters/revenant/revenant_local.tga, heightmap(models/monsters/revenant/revenant_h.tga, 2 ) )
		specularmap		models/monsters/revenant/revenant_s.tga

}

models/monsters/revenant/revenant2
{
   	noselfShadow
	noShadows
	translucent
	unsmoothedTangents
	flesh
	clamp

	renderbump  -size 512 512 -aa 2  models/monsters/revenant/revenant2_local.tga models/monsters/revenant/revenant2_hi.lwo

		{
			if ( parm7 == 0 )
			blend	 diffusemap	
			map	models/monsters/revenant/revenant2.tga
			rgb		revtable[ time * .1 ]
			//translate	time * -.02 , time * 0.2

	   }	
		{
			if ( parm7 == 0 )
			blend	bumpmap
			map		  models/monsters/revenant/revenant2_local.tga
		}

	   {
			if ( parm7 == 0 )
			blend	 specularmap
			map	models/monsters/revenant/revenant2_s.tga
			translate	time * -.02 , time * 0.2
			//rotate	time * 0.05
			//rgb		rev2table[ time * .1 ]

	   }

               
}


models/monsters/lost/lost
{
        noSelfShadow
		unsmoothedTangents
		flesh
		clamp
	renderbump  -size 512 512 -trace 0.07 -aa 2  models/monsters/lost/lost_local.tga models/monsters/lost/lost_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
		
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	


        	diffusemap	models/monsters/lost/lost.tga
		bumpmap		addnormals( models/monsters/lost/lost_local.tga, heightmap( models/monsters/lost/lost_b.tga, 9 ) )
        specularmap	models/monsters/lost/lost_s.tga
}

models/monsters/mancubus/mancubus
{
    noselfShadow
	flesh
	clamp
	renderbump  -size 1024 1024 -colorMap -aa 2  models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_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
		
		map models/monsters/mancubus/mancubus_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
		
		map models/monsters/mancubus/mancubus_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	diffusemap models/monsters/mancubus/mancubus.tga
	bumpmap addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) )
	specularmap	models/monsters/mancubus/mancubus_s.tga
}

models/monsters/mancubus/mancubus_metal
{
	nooverlays
    noselfShadow
	metal
	clamp
	renderbump  -size 1024 1024 -aa 2  models/monsters/mancubus/mancubus_local.tga models/monsters/mancubus/mancubus_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
		
		map models/monsters/mancubus/mancubus_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
		
		map models/monsters/mancubus/mancubus_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
        	diffusemap	models/monsters/mancubus/mancubus.tga
	bumpmap		addnormals(models/monsters/mancubus/mancubus_local.tga, heightmap(models/monsters/mancubus/mancubus_h.tga, 5 ) )
                  specularmap	models/monsters/mancubus/mancubus_s.tga
}


models/monsters/sentry/sentry
{
        noselfShadow
		unsmoothedTangents
		ricochet
		clamp
		renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_hi.lwo


        	diffusemap	models/monsters/sentry/sentry_d.tga
		bumpmap		addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/sentry_h.tga, 3 ) )
        specularmap	models/monsters/sentry/sentry_s.tga
}

models/monsters/maggot/magspine

{
    noselfShadow
	noshadows
	metal
	clamp
 	
	{    
			if ( parm7 == 0 )   
      		 blend	diffusemap
			 map	models/monsters/maggot/magspine.tga
	   		alphaTest 0.5
	}
		bumpmap			models/monsters/maggot/magspine_local.tga
		specularmap		models/monsters/maggot/magspine_s.tga

}


models/monsters/maggot/magtongue

{
    noselfShadow
	//unsmoothedTangents
	flesh
	clamp
	    diffusemap	    models/monsters/maggot/magtongue.tga
		bumpmap		addnormals(models/monsters/maggot/magtongue_local.tga, heightmap(models/monsters/maggot/magtongue_h.tga, 9 ) )
	    specularmap  models/monsters/maggot/magtongue_s.tga
	


}


models/monsters/maggot/mageyes
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact

	{       
      	 blend	add
	 map	models/monsters/maggot/mageyes.tga
	//rgb		eyestable[ time * .1 ]
	}


 }

models/monsters/maggot/maggot3

{
    	noselfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_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
		
		map models/monsters/maggot/maggot3_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
		
		map models/monsters/maggot/maggot3_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays 

	    diffusemap	    models/monsters/maggot/maggot3_d.tga
		bumpmap		addnormals(models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/maggot3_h.tga, 9 ) )
	    specularmap  models/monsters/maggot/maggot3_s.tga
	


}


models/monsters/vulgar/vulgar_eyes
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact

	{       
		if ( parm7 == 0 )
      	 blend	add
	 map	models/monsters/vulgar/vulgar_eyes.tga
	rgb		eyestable[ time * .1 ]
	}


 }



models/monsters/vulgar/vulgar

{
    noselfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/vulgar/vulgar_local.tga models/monsters/vulgar/vulgar_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
		
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays 
 	
	    diffusemap	    models/monsters/vulgar/vulgar.tga
		bumpmap		addnormals(models/monsters/vulgar/vulgar_local.tga, heightmap(models/monsters/vulgar/vulgar_h.tga, 30 ) )
	    specularmap  models/monsters/vulgar/vulgar_s.tga
	


}


models/monsters/vulgar/vtail

{
    noselfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 1024 128 -trace 0.02   models/monsters/vulgar/vtail_local.tga models/monsters/vulgar/vtail_hi.lwo
 	
	{       
      		 blend	diffusemap
			 map	models/monsters/vulgar/vtail.tga
	   		alphaTest 0.5
	}
		bumpmap			models/monsters/vulgar/vtail_local.tga
		specularmap		models/monsters/vulgar/vtail_s.tga

}


//// Zombie Security guards

// Someone spelled "shield" wrong -Xian

models/monsters/zsecurity/zsheild_glass

{
 	translucent
	twosided
	//nonsolid
	//noimpact
	noshadows
	ricochet

		{
       
    		  		 blend	filter
				     map	models/monsters/zsecurity/zsheild_glass.tga
		}
	   specularmap  	 models/monsters/zsecurity/zsheild_glass.tga
		
	{
		blend add
		cubeMap		env/gen1
		texgen		reflect
	}

}


models/monsters/zsecurity/zsheild

{
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsheild_local.tga models/monsters/zsecurity/zsheild_hi.lwo

 	noselfShadow
	//nonsolid
	clamp
	forceoverlays
	ricochet
	{       
      	 blend	diffusemap
	 map	models/monsters/zsecurity/zsheild.tga
	   alphaTest 0.5
	}
	specularmap 	models/monsters/zsecurity/zsheild_s.tga	
	bumpmap		addnormals(models/monsters/zsecurity/zsheild_local.tga, heightmap(models/monsters/zsecurity/zsheild_h.tga, 10 ) )

       

}





models/monsters/zsecurity/zsecurity
{
    noselfShadow
	unsmoothedTangents
	metal
	clamp

	renderbump  -size 1024 1024 -trace 0.07 -colorMap  -aa 2  models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
 	
	                  diffusemap	models/monsters/zsecurity/zsecurity.tga
		bumpmap		addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
		specularmap		models/monsters/zsecurity/zsecurity_s.tga

}




models/monsters/zsecurity/zsechead3

{
    noselfShadow
	unsmoothedTangents
	metal
	clamp
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead3_local.tga models/monsters/zsecurity/zsechead3_hi.lwo
 	
	    diffusemap	    models/monsters/zsecurity/zsechead3.tga
		{
 		   blend bumpmap
           map  addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) )
 		   
     	}
	
		specularmap		models/monsters/zsecurity/zsechead3_s.tga

}
models/monsters/zsecurity/dzsechead3

{
		noselfshadow
		metal
		clamp
	renderbump  -size 512 512 -aa 2 -trace 0.05 -colorMap models/mapobjects/fpos/fpos_local.tga models/mapobjects/fpos/fpos_hi.lwo

	{
		blend 		bumpmap
		map		addnormals(models/monsters/zsecurity/zsechead3_local.tga, heightmap(models/monsters/zsecurity/zsechead3_h.tga, 4 ) )
	
	}
	{
		blend 		diffusemap
		map		models/monsters/zsecurity/zsechead3.tga
		rgb		1-death_fade[(time+Parm4)*.5]
	}
	{
		blend		specularmap
		map		models/monsters/zsecurity/zsechead3_s.tga
		rgb		1-death_fade[(time+Parm4)*.5]
	}
	{
		blend		bumpmap
		map		addnormals (models/monsters/zsecurity/zsechead3_local.tga, heightmap (models/monsters/zsecurity/dzsechead3_h.tga, 7) ) 
		
	}
	{
		blend		diffusemap
		map		models/monsters/zsecurity/dzsechead3.tga
		rgb		death_fade[(time+Parm4)*.5]
		//alphaTest .5 + 0.5 * sintable [ time * .1  ]
	}
	{
		blend 		specularmap
		map		models/monsters/zsecurity/dzsechead3_s.tga
		rgb		death_fade[(time+Parm4)*.5]
	}

}


models/monsters/zsecurity/zsechelm

{
    noselfShadow
	unsmoothedTangents
	ricochet
	clamp
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechelm_local.tga models/monsters/zsecurity/zsechelm_hi.lwo
 	
	    diffusemap	    models/monsters/zsecurity/zsechelm.tga
		bumpmap		    models/monsters/zsecurity/zsechelm_local.tga
		specularmap		models/monsters/zsecurity/zsechelm_s.tga

}

models/monsters/zsecurity/zsechead

{
    noselfShadow
	unsmoothedTangents
	metal
	clamp
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead_local.tga models/monsters/zsecurity/zsechead_hi.lwo
 	
	                  diffusemap	models/monsters/zsecurity/zsechead.tga
		bumpmap		addnormals(models/monsters/zsecurity/zsechead_local.tga, heightmap(models/monsters/zsecurity/zsechead_h.tga,7 ) )
		specularmap		models/monsters/zsecurity/zsechead_s.tga

}

models/monsters/zsecurity/zsechead2

{
    noselfShadow
	unsmoothedTangents
	metal
	clamp
	noOverlays
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead2_local.tga models/monsters/zsecurity/zsechead2_hi.lwo
 	
	    diffusemap	    models/monsters/zsecurity/zsechead2.tga
		bumpmap		    models/monsters/zsecurity/zsechead2_local.tga
		specularmap		models/monsters/zsecurity/zsechead2_s.tga

}


models/monsters/zsecurity/zsechead4

{
    noselfShadow
	//unsmoothedTangents
	flesh
	clamp
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsechead4_local.tga models/monsters/zsecurity/zsechead4_hi.lwo
 	
	    diffusemap	    models/monsters/zsecurity/zsechead4.tga
		{
 		   blend bumpmap
           map  addnormals(models/monsters/zsecurity/zsechead4_local.tga, heightmap(models/monsters/zsecurity/zsechead4_h.tga, 8 ) )
 		   
     	}
	
		specularmap		models/monsters/zsecurity/zsechead4_s.tga

}


models/monsters/archvile/archvilehand2

{
    //noselfShadow
	//renderbump  -size 256 256 -trace 0.01 -colorMap -aa 2  models/monsters/archvile/archvilehand2_local.tga models/monsters/archvile/archvilehand2_hi.lwo
	//DECAL_MACRO
 	noselfShadow
	noShadows
	translucent

	{
      	        blend add
		map		models/monsters/archvile/archvilehand2_fx.tga
		rgb		archtable[ ( time + parm4 ) * .8 ]
	}

}

models/monsters/archvile/archvile2

{
    noselfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.01 -colorMap -aa 2  models/monsters/archvile/archvile2_local.tga models/monsters/archvile/archvile2_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
		
		map models/monsters/archvile/archvile2_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
		
		map models/monsters/archvile/archvile2_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	    diffusemap	    models/monsters/archvile/archvile2.tga
		bumpmap		addnormals(models/monsters/archvile/archvile2_local.tga, heightmap(models/monsters/archvile/archvile2_h.tga, 3) )
	    specularmap  models/monsters/archvile/archvile2_s.tga
	


}



models/monsters/tentacle/dp_tentacle
{
        noSelfShadow
		clamp
		flesh

	{	// 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
		
		map models/monsters/tentacle/dp_tentacle_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
		
		map models/monsters/tentacle/dp_tentacle_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays

		renderbump  -size 128 256  -aa 2  models/monsters/tentacle/dp_tentacle_local.tga models/monsters/tentacle/dp_tentacle_hi.lwo
        	diffusemap	models/monsters/tentacle/dp_tentacle.tga
		bumpmap		addnormals( models/monsters/tentacle/dp_tentacle_local.tga, heightmap( models/monsters/tentacle/dp_tentacle_h.tga, 7 ) )
       		specularmap	models/monsters/tentacle/dp_tentacle_s.tga

}

models/monsters/zombie/commando/teeth
{
        noSelfShadow
	noshadows
	twoSided
	clamp
		{	// 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
		
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	
	forceoverlays

		{       
			if ( parm7 == 0 )
      			 blend	diffusemap
			 map	models/monsters/zombie/commando/teeth.tga
			 alphaTest 0.5
		}	

		bumpmap	   heightmap(models/monsters/zombie/commando/teeth_b.tga , 6 )
		specularmap models/monsters/zombie/commando/teeth_s.tga
        	
}

models/monsters/zombie/commando/com1_eye
{
	{
		blend	add
		map	models/monsters/zombie/commando/com1_eye.tga
		rgb		eyestable[ time * .3 ]
	
	}
}



models/monsters/zombie/commando/com1_d
{
        noSelfShadow
		unsmoothedTangents
		flesh
		clamp
renderbump  -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/zombie/commando/com1_local.tga models/monsters/zombie/commando/com1_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
		
		map models/monsters/zombie/commando/com1_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
		
		map models/monsters/zombie/commando/com1_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	
	forceoverlays


        	diffusemap	models/monsters/zombie/commando/com1_d.tga
		bumpmap		addnormals( models/monsters/zombie/commando/com1_local.tga, heightmap( models/monsters/zombie/commando/com1_h.tga, 7 ) )
        specularmap	models/monsters/zombie/commando/com1_s.tga
}

models/monsters/pinky/pinky_d
{

	flesh
	noSelfShadow
	unsmoothedTangents
	clamp
	renderbump  -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_hi.lwo

	bumpmap	addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
	diffusemap	models/monsters/pinky/pinky_d.tga	
	specularmap	models/monsters/pinky/pinky_s.tga
}

models/monsters/pinky/pinky
{
	noSelfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.05 -colorMap -aa 2 models/monsters/pinky/pinky_local.tga models/monsters/pinky/zpinky_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
		
		map models/monsters/pinky/pinky_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
		
		map models/monsters/pinky/pinky_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	bumpmap	addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 4 ) )
	diffusemap	models/monsters/pinky/pinky_d.tga	
	specularmap	models/monsters/pinky/pinky_s.tga
}

models/monsters/pinky/pinkyns
{
	noSelfShadow
	unsmoothedTangents
	flesh
	clamp



	bumpmap	addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
	diffusemap	models/monsters/pinky/pinky_d.tga	
	specularmap	models/monsters/pinky/pinky_s.tga
}

models/monsters/pinky/pinky_metal
{

   	forceOverlays
	noSelfShadow
	unsmoothedTangents
	ricochet
	clamp
	
	{	// 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
		
		map models/monsters/pinky/pinky_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
		
		map models/monsters/pinky/pinky_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}

	
	bumpmap	addnormals( models/monsters/pinky/pinky_local.tga, heightmap( models/monsters/pinky/pinky_b.tga, 9 ) )
	diffusemap	models/monsters/pinky/pinky_d.tga	
	specularmap	models/monsters/pinky/pinky_s.tga
}



models/monsters/pinky/film
{
	noselfShadow
	noShadows
	translucent
	bumpmap 		heightmap(models/monsters/pinky/film_b.tga, 4 ) 
						specularmap		models/monsters/pinky/film_s.tga

 }

models/monsters/cacodemon/cacodemon
// EXPLANATION: cacodemon_mouth shader is so there's no smoothing inbetween the mouth and the rest of the model. 
// EXPLANATION: cacodemon_hp_foot exists only to render him out and not have the renderbump be covered by the mouth. 
// EXPLANATION: cacodemon_hp_jaw exists only to render him out and not have the under area of his jaw covered by the belly.
// EXPLANATION: This means there will be three locals maps that need to be combined when it's all thru rendering. 
// EXPLANATION: You have to comment out each of the renderbumps on cacodemon, because you can't run them both at once.
{
	unsmoothedTangents
	//renderbump  -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_foot_local.tga models/monsters/cacodemon/work/cacodemon_hp_foot.lwo
	renderbump  -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_jaw_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo
	noselfshadow
	flesh
	clamp
	collision
	{	// 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
		
		map models/monsters/cacodemon/cacodemon_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
		
		map models/monsters/cacodemon/cacodemon_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	
	forceoverlays

	{
		blend	bumpmap
		map	addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) )
	}
	{
		if ( parm7 == 0 )
		blend	diffusemap
		map		models/monsters/cacodemon/cacodemon_d
		alphatest .75
	}
	{
		if ( parm7 )
		blend	diffusemap
		map		models/monsters/cacodemon/cacodemon_d
	}
	
	specularmap	models/monsters/cacodemon/cacodemon_s
}

models/monsters/cacodemon/cacodemon_mouth
{
	unsmoothedTangents
	//renderbump  -size 512 512 -aa 2 -colormap models/monsters/cacodemon/cacodemon_mouth_local.tga models/monsters/cacodemon/work/cacodemon_hp_jaw.lwo
	noselfshadow
	flesh
	collision
	clamp
	{	// 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
		
		map models/monsters/cacodemon/cacodemon_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
		
		map models/monsters/cacodemon/cacodemon_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}	
	{
		blend	bumpmap
		map	addnormals(models/monsters/cacodemon/cacodemon_local.tga, heightmap(models/monsters/cacodemon/cacodemon_h.tga, 6) )
	}
	{
		if ( parm7 == 0 )
		blend	diffusemap
		map		models/monsters/cacodemon/cacodemon_d
		alphatest .75
	}
	{
		if ( parm7 )
		blend	diffusemap
		map		models/monsters/cacodemon/cacodemon_d
	}
	{	
		blend	specularmap
		map	models/monsters/cacodemon/cacodemon_s
	}
}	

models/monsters/cacodemon/cacoeye
// EXPLANATION:  This shader's for the glowy eyes
{
	translucent
	noshadows
	collision

	{
		if ( parm7 == 0 )
		blend	add
		map		models/monsters/cacodemon/cacoeye
	}
}

models/monsters/cacodemon/cacobrain
// EXPLANATION:  This shader's for the glowy brain.
{
	translucent
	noshadows
	collision

	{
		if ( parm7 == 0 )
		blend	add
		map		models/monsters/cacodemon/cacobrain
		rgb		throbtable2[ time * .5 ]
	}
}

models/monsters/cherub/teeth
{
        noSelfShadow
	    noshadows
		clamp
		{       
			if ( parm7 == 0 )
      			 blend	diffusemap
			 map	models/monsters/cherub/teeth.tga
			 alphaTest 0.5
		}	

		{
			if ( parm7 == 0 )
			blend bumpmap
			map	   heightmap(models/monsters/cherub/teeth_h.tga , 4 )
		}
		{
			if ( parm7 == 0 )
			blend specularmap
			map models/monsters/cherub/teeth_s.tga
		}
        	
}

models/monsters/cherub/wing
{
	noselfShadow
	noShadows
	translucent
	glass
	clamp

	{       
			if ( parm7 == 0 )
      	 blend gl_dst_color,gl_zero
	 map	models/monsters/cherub/wing.tga
			 
	}
	
 }

models/monsters/cherub/wingfx
{
	noselfShadow
	noShadows
	translucent
	glass
	clamp

	{       
			if ( parm7 == 0 )
      	 blend specularmap
	 map	models/monsters/cherub/wing_s.tga
			 
	}
	{       
			if ( parm7 == 0 )
      	 blend bumpmap
	 map	heightmap(models/monsters/cherub/wing_h.tga, 7 ) 
			 
	}
	


 }


models/monsters/spectre/dis
{
    noselfShadow
	clamp	
			{

        	blend diffusemap	
			map models/monsters/spectre/dis.tga
			alphaTest .5 + 0.5 * sintable [ time * .2  ]
			}          
		bumpmap		addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/jumpsuit_h.tga, 5 ) )
		specularmap	models/characters/male_npc/jumpsuit/jumpsuit_s.tga
}

models/monsters/spectre/dis2
{
    noselfShadow
    twosided	
	clamp

			{

        	        blend add	
			noclamp map models/monsters/spectre/global_dis.tga
			alphaTest .5 + 0.5 * sintable [ time * .2  ] -.02
			}          


}


models/monsters/spectre/spectre 
{
    noselfShadow
    flesh
	clamp
	renderbump  -size 1024 1024 -aa 2  models/monsters/spectre/spectre_local.tga models/monsters/spectre/spectre_hi.lwo
 	
 	{

        	blend diffusemap	
			map models/monsters/spectre/spectre.tga
			alphaTest .5 + 0.5 * sintable [ time * .1  ]
			}          
		bumpmap		addnormals(models/monsters/spectre/spectre_local.tga, heightmap(models/monsters/spectre/spectre_h.tga, 5 ) )
		specularmap		models/monsters/spectre/spectre_s.tga

}


models/monsters/zombie/zombie02/zombie02
{
        noselfShadow
		//unsmoothedTangents
		 flesh
		forceoverlays
	    clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}


 				diffusemap	  models/monsters/zombie/zombie02/zombie02.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/monsters/zombie/zombie02/zombie02_h.tga, 12 ) )
 		  
     	}
		
                  specularmap	models/monsters/zombie/zombie02/zombie02_s.tga
}



models/monsters/zombie/zombie02/zhead02

{
    noselfShadow
	unsmoothedTangents
	forceoverlays
	flesh
	clamp
	renderbump  -size 512 512 -trace 0.05 -colorMap -aa 2  models/monsters/zombie/zombie02/zhead02_local.tga models/monsters/zombie/zombie02/zhead02_hi.lwo
 	
	    diffusemap	    models/monsters/zombie/zombie02/zhead02.tga
		bumpmap		addnormals(models/monsters/zombie/zombie02/zhead02_local.tga, heightmap(models/monsters/zombie/zombie02/zhead02_h.tga, 9 ) )
	    specularmap  models/monsters/zombie/zombie02/zhead02_s.tga
	


}

models/monsters/trite/web1
{
	collision
	translucent
	qer_editorimage models/monsters/trite/web1.tga
	noShadows
	
	{
		blend diffusemap
		map models/monsters/trite/web1.tga
	}
}



models/monsters/trite/strand
{
	translucent
	qer_editorimage models/monsters/trite/strand.tga
	noShadows
	{
		blend diffusemap
		map models/monsters/trite/strand.tga
	}
}

models/monsters/trite/trite

{
    noselfShadow
	//unsmoothedTangents
	flesh
	clamp
	renderbump  -size 512 512 -trace 0.02 -colorMap -aa 2  models/monsters/trite/trite_local.tga models/monsters/trite/ztrite_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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	forceOverlays	
    diffusemap	    models/monsters/trite/trite.tga
	bumpmap	    models/monsters/trite/trite_local.tga
    specularmap     models/monsters/trite/trite_s.tga
	


}


models/monsters/zombie/zfem/zfhair02
{
	translucent
	noshadows
	noselfShadow
	

	{
		blend diffusemap
		map models/monsters/zombie/zfem/zfhair02.tga
		alphaTest 0.5	
	}	
	specularmap  models/monsters/zombie/zfem/zfhair02_s.tga


}


models/monsters/zombie/zfem/zfhair01
{
	translucent
	noshadows
	noselfShadow

	{
		blend diffusemap
		map models/monsters/zombie/zfem/zfhair01.tga
		alphaTest 0.2	
	}	
	specularmap  models/monsters/zombie/zfem/zfhair01_s.tga

}


models/monsters/zombie/zfem/zfem01

{
    noselfShadow
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/zombie/zfem/zfem01_local.tga models/monsters/zombie/zfem/zfem01_hi.lwo
 	
	    diffusemap	    models/monsters/zombie/zfem/zfem01.tga
		bumpmap		addnormals(models/monsters/zombie/zfem/zfem01_local.tga, heightmap(models/monsters/zombie/zfem/zfem01_h.tga, 2 ) )
	    specularmap  models/monsters/zombie/zfem/zfem01_s.tga
	


}

models/monsters/archvile/archvile_eyes
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact

	{	// 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
		
		map models/monsters/archvile/archvile_eyes_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
		
		map models/monsters/archvile/archvile_eyes_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	{       
      	 blend	add
	 map	models/monsters/archvile/archvile_eyes.tga
	rgb		eyestable[ time * .1 ]
	}


 }

models/monsters/archvile/archvile

{
    noselfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 2048 2048 -trace 0.02 -colorMap -aa 2  models/monsters/archvile/archvile_local.tga models/monsters/archvile/archvile_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
		
		map models/monsters/archvile/archvile_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
		
		map models/monsters/archvile/archvile_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	    	diffusemap	    models/monsters/archvile/archvile.tga
		bumpmap		addnormals(models/monsters/archvile/archvile_local.tga, heightmap(models/monsters/archvile/archvile_h.tga, 30 ) )
	    	specularmap  models/monsters/archvile/archvile_s.tga
	


}

models/monsters/archvile/archtail

{
    noselfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 1024 128 -trace 0.02   models/monsters/archvile/archtail_local.tga models/monsters/archvile/archtail_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
		
		map models/monsters/archvile/archtail_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
		
		map models/monsters/archvile/archtail_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	{       
    	blend	diffusemap
		map	models/monsters/archvile/archtail.tga
	   	alphaTest 0.5
	}
	bumpmap			models/monsters/archvile/archtail_local.tga
	specularmap		models/monsters/archvile/archtail_s.tga

}

models/monsters/maggot/maggot2

{
    noselfShadow
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/maggot/maggot2_local.tga models/monsters/maggot/maggot2_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
		
		map models/monsters/maggot/maggot2_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
		
		map models/monsters/maggot/maggot2_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays

	    diffusemap	    models/monsters/maggot/maggot2.tga
		bumpmap		addnormals(models/monsters/maggot/maggot2_local.tga, heightmap(models/monsters/maggot/maggot2_h.tga, 10 ) )
		specularmap		models/monsters/maggot/maggot2_s.tga

}






models/monsters/spawn/spawn2

{
    noselfShadow
    noshadows	
	translucent
	discrete
	nonsolid
	noimpact
	twosided

	{ 
      
      		blend	add
	 		map	models/monsters/spawn/spawn2.tga
			//rotate	time * 2
			translate	time * 0.2 , time * 0.1
			rotate	time * 1
			colored
			vertexColor
	}
	{ 
      
      		blend	add
	 		map	models/monsters/spawn/spawn2.tga
			translate	time * 0.27 , time * 0.08
			rotate	time * -.5
			colored
			vertexColor	
	}

}


models/monsters/spawn/spawn1

{
    noselfShadow
    noshadows	
	deform sprite
	translucent
	discrete
	nonsolid
	noimpact

	{ 
      
      		 blend	add
	 		map	models/monsters/spawn/spawn1.tga
			rotate	time * 1
			zeroClamp
			colored
			vertexColor
	}
	{ 
      
      		 blend	add
	 		map	models/monsters/spawn/spawn1.tga
			rotate	time * -.6
			zeroClamp
			colored
			vertexColor
	}


}



models/gibs/gibmaster

{
    noselfShadow
	unsmoothedTangents
	nonsolid
	//noimpact removed by Tim
	flesh
	clamp

	renderbump  -size 512 512 -trace 0.02 -colorMap -aa 2  models/gibs/gibmaster_local.tga models/gibs/gibmaster_hi.lwo
 	
	    diffusemap	    models/gibs/gibmaster.tga
		bumpmap		addnormals(models/gibs/gibmaster_local.tga, heightmap(models/gibs/gibmaster_h.tga, 10 ) )
		specularmap		models/gibs/gibmaster_s.tga

}

models/monsters/ghostskull/bugger
{
	noselfShadow
        noshadows	
	translucent
	//nodraw
	deform particle2 ghostskull

	{
			blend	 add
			map models/monsters/ghostskull/bugger

	   }

}

models/monsters/ghostskull/ghostskull3emit
{
	noselfShadow
        noshadows	
	translucent
	//nodraw
	//deform particle2 ghostskull
		 {
			blend	 add
			map models/monsters/ghostskull/ghostskull3emit

	   }


}



models/monsters/ghostskull/ghostskull3

{

   	 noselfShadow
	noShadows
	 translucent
	
	renderbump  -size 512 512 -trace 0.1 -colorMap -aa 2  models/monsters/ghostskull/ghostskull3_local.tga models/monsters/ghostskull/ghostskull3_hi.lwo

        			
		bumpmap		models/monsters/ghostskull/ghostskull3_local

	diffusemap	    models/monsters/ghostskull/ghostskull3.tga
	   {
			blend	 specularmap
			map	models/monsters/ghostskull/ghostskull3_s.tga
			scroll	time * -.5 , time * 0
	   }
	   {
			blend	 add
			map	models/monsters/ghostskull/ghostskull3_add.tga
			rgb		throbtable2[ time * .5 ] +.1

	   }

		
}


models/monsters/ghostskull/ghostskull

{

   	 noselfShadow
	noShadows
	 translucent
	//twosided
	clamp
	renderbump  -size 512 512 -trace 0.1 -colorMap -aa 2  models/monsters/ghostskull/ghostskull_local.tga models/monsters/ghostskull/ghostskull_hi.lwo

        			
		bumpmap		addnormals(models/monsters/ghostskull/ghostskull_local.tga, heightmap(models/monsters/ghostskull/ghostskull_h.tga, 6 ) )

	diffusemap	    models/monsters/ghostskull/ghostskull.tga
	   {
			blend	 specularmap
			map	models/monsters/ghostskull/ghostskull_s.tga
			//translate	time * 0.2 , time * 0.1
			//rotate	time * 0.05
			//rgb		rev2table[ time * .1 ]

	   }

		
}

models/monsters/hellknight/tongue

{
    flesh
	unsmoothedTangents
	renderbump  -size 128 256 -trace 0.1 -colorMap -aa 2  models/monsters/hellknight/tongue_local.tga models/monsters/hellknight/tongue_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
		
		map models/monsters/hellknight/hellknight_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
		
		map models/monsters/hellknight/hellknight_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	    diffusemap	    models/monsters/hellknight/tongue.tga
		bumpmap		addnormals(models/monsters/hellknight/tongue_local.tga, heightmap(models/monsters/hellknight/tongue_h.tga, 4 ) )
		specularmap		models/monsters/hellknight/tongue_s.tga

}



models/monsters/hellknight/gob2

{
    noselfShadow
    noshadows	
	//twosided
	translucent
	               
 						bumpmap 		heightmap(models/monsters/hellknight/gob2_h.tga, 4 ) 
						specularmap		models/monsters/hellknight/gob2_s.tga

}

models/monsters/hellknight/gob

{
    noselfShadow
    noshadows	
	//twosided
	translucent
	               
		{
						blend bumpmap 	
						map heightmap(models/monsters/hellknight/gob_h.tga, 4 ) 
						translate	time * 0 , time * -1
		}

						specularmap		models/monsters/hellknight/gob_s.tga

}

models/monsters/hellknight/bighellknight

{
    flesh
	//unsmoothedTangents
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/bighellknight_local.tga models/monsters/hellknight/zhellknight_hi.lwo
 	
	    diffusemap	    models/monsters/hellknight/bighellknight.tga
		bumpmap		addnormals(models/monsters/hellknight/bighellknight_local.tga, heightmap(models/monsters/hellknight/bighellknight_h.tga, 10 ) )
		specularmap		models/monsters/hellknight/bighellknight_s.tga

}


models/monsters/hellknight/hellknight

{
    flesh
	unsmoothedTangents
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_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
		
		map models/monsters/hellknight/hellknight_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
		
		map models/monsters/hellknight/hellknight_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	    diffusemap	    models/monsters/hellknight/hellknight.tga
		bumpmap		addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/hellknight_h.tga, 10 ) )
		specularmap		models/monsters/hellknight/hellknight_s.tga

}

models/monsters/bruiser/greenfireball
{	
	qer_editorimage    models/monsters/bruiser/greenfireball.tga
       	 noShadows
	deform sprite
	noselfShadow
	translucent
	twosided
   	{
    		 Blend add
		Map   models/monsters/bruiser/greenfireball.tga
		zeroclamp
		rotate	time * 0.7
		//centerscale   mgscaleTable[time* .9], mgscaleTable[time*. 9] 
		rgb		fireballtable[ time * .7 ]
		

	}
   	{
    		 Blend add
		Map   models/monsters/bruiser/greenfireball2.tga
		zeroclamp
		rotate	time * -0.6
		//centerscale   mgscaleTable[time* .9], mgscaleTable[time* .9] 
		rgb		fireballtable[ time * 1 ]
		

	}
}


models/monsters/zsecurity/zsechand_left
{
    noselfShadow

	renderbump  -size 128 128 -trace 0.07 -colorMap  -aa 4  models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo
 	
	                  diffusemap	models/monsters/zsecurity/zhand.tga
		bumpmap		   models/monsters/zsecurity/zhand_local.tga
		specularmap		models/monsters/zsecurity/zhand_s.tga

}

models/monsters/zsecurity/zsechand_right
{
    noselfShadow

	renderbump  -size 128 128 -trace 0.07 -colorMap  -aa 4  models/monsters/zsecurity/zhand_local.tga models/monsters/zsecurity/zhand_hi.lwo
 	
	                  diffusemap	models/monsters/zsecurity/zhand.tga
		bumpmap		   models/monsters/zsecurity/zhand_local.tga
		specularmap		models/monsters/zsecurity/zhand_s.tga

}

models/monsters/zsecurity/zsecfist_left
{
    noselfShadow

	renderbump  -size 1024 1024 -trace 0.07 -colorMap  -aa 2  models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
 	
	                  diffusemap	models/monsters/zsecurity/zsecurity.tga
		bumpmap		addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
		specularmap		models/monsters/zsecurity/zsecurity_s.tga

}

models/monsters/zsecurity/zsecfist_right
{
    noselfShadow

	renderbump  -size 1024 1024 -trace 0.07 -colorMap  -aa 2  models/monsters/zsecurity/zsecurity_local.tga models/monsters/zsecurity/zsecurity_hi.lwo
 	
	                  diffusemap	models/monsters/zsecurity/zsecurity.tga
		bumpmap		addnormals(models/monsters/zsecurity/zsecurity_local.tga, heightmap(models/monsters/zsecurity/zsecurity_h.tga, 5 ) )
		specularmap		models/monsters/zsecurity/zsecurity_s.tga

}




models/monsters/zsecurity/marsec

{
    noselfShadow
	translucent
	//twosided
	nonsolid
	noimpact
	noshadows
	               
		{
       
    		  		 blend	diffusemap
				     map	models/monsters/zsecurity/marsec.tga
						
		   			 
		}

}

models/monsters/zsecurity/zsgogs

{
    noselfShadow

	renderbump  -size 256	256 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsgogs_local.tga models/monsters/zsecurity/zsgogs_hi.lwo
 	
	               
		{
       
    		  		 blend	diffusemap
				     map	models/monsters/zsecurity/zsgogs.tga
		   			  alphaTest 0.7
		}
	
						bumpmap		models/monsters/zsecurity/zsgogs_local.tga
						specularmap		models/monsters/zsecurity/zsgogs_s.tga

}

models/monsters/zsecurity/zsgogs2damage

{
 	translucent
	twosided
	nonsolid
	noimpact
	noshadows	

		{
       
    		  		 blend	filter
				     map	models/monsters/zsecurity/zsgogs2damage.tga
		}
	bumpmap		addnormals(models/monsters/zsecurity/zsgogs2_local.tga, heightmap(models/monsters/zsecurity/zsgogs2_h.tga,7 ) )
	
	   specularmap  	 models/monsters/zsecurity/zsgogs2damage_s.tga

}

models/monsters/zsecurity/zsgogs2bloody

{
 	translucent
	twosided
	nonsolid
	noimpact
	noshadows
	
		{

    		  		 blend	filter
				     map	models/monsters/zsecurity/zsgogs2bloody.tga
		}
		bumpmap		models/monsters/zsecurity/zsgogs2_local.tga	
	   specularmap  	 models/monsters/zsecurity/zsgogs2bloody_s.tga

	{
		blend add
		cubeMap		env/bland
		texgen		reflect
	}

}

models/monsters/zsecurity/zsgogs2

{
 	translucent
	twosided
	nonsolid
	noimpact
	noshadows
	noselfshadow
	//nodraw
	renderbump  -size 256	256 -trace 0.07 -colorMap -aa 2  models/monsters/zsecurity/zsgogs2_local.tga models/monsters/zsecurity/zsgogs2_hi.lwo
 	

		{

    		  		 blend	filter
				     map	models/monsters/zsecurity/zsgogs2.tga
		}
		bumpmap		models/monsters/zsecurity/zsgogs2_local.tga	
	   specularmap  	 models/monsters/zsecurity/zsgogs2_s.tga

	{
		blend add
		cubeMap		env/generic
		texgen		reflect
	}

}






models/monsters/maggot/meyes
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact

	{       
      	 blend	add
	 map	models/monsters/maggot/meyes.tga
	rgb		eyestable[ time * .5 ]
	}


 }

models/monsters/maggot/maggot_ken
{
    noselfShadow
	flesh
	clamp
	renderbump  -size 1024 1024 -aa 2  models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_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
		
		map models/monsters/maggot/maggot_ken_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
		
		map models/monsters/maggot/maggot_ken_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays

 	{

        	blend diffusemap	
			map models/monsters/maggot/maggot.tga
			alphaTest .5 + 0.5 * sintable [ time * .1  ]
			}          
		bumpmap		addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
		specularmap		models/monsters/maggot/maggot_s.tga

}

models/monsters/maggot/maggot
{
    noselfShadow
	flesh
	clamp
	renderbump  -size 1024 1024 -aa 2  models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_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
		
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays

 	{

        	blend diffusemap	
			map models/monsters/maggot/maggot.tga
			}          
		bumpmap		addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
		specularmap		models/monsters/maggot/maggot_s.tga

}

models/monsters/maggot/maggot_death
{
    noselfShadow
	flesh
	clamp
	renderbump  -size 1024 1024 -aa 2  models/monsters/maggot/maggot_local.tga models/monsters/maggot/maggot_hi.lwo
 	
 			{
        	blend diffusemap	
			map models/monsters/maggot/maggot.tga
			alphaTest death_fade[ (time + Parm4) * Parm3 ]
			}          
		bumpmap		addnormals(models/monsters/maggot/maggot_local.tga, heightmap(models/monsters/maggot/maggot_h.tga, 5 ) )
		specularmap		models/monsters/maggot/maggot_s.tga

}




models/monsters/revenant/reye
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact
	

	{       
			if ( parm7 == 0 )
      	 blend	add
	 map	models/monsters/revenant/reye.tga
	rgb		eyestable[ time * .7 ]
	}


 }

models/monsters/revenant/leye
{
	noShadows
	//deform sprite
	//discrete
	nonsolid
	noimpact
	

	{       
			if ( parm7 == 0 )
      	 blend	add
	 map	textures\sfx\black_2
	//rgb		eyestable[ time * .7 ]
	}


 }




models/gibs/sweetmeat
{
    noselfShadow
	flesh
	clamp
	renderbump  -size 256 256 -aa 2  models/gibs/sweetmeat_local.tga models/gibs/sweetmeat_hi.lwo

        		diffusemap	models/gibs/sweetmeat.tga
				bumpmap		models/gibs/sweetmeat_local.tga
              specularmap	models/gibs/sweetmeat_s.tga
}


models/gibs/heart
{
    noselfShadow
	flesh
	clamp
	renderbump  -size 128 128 -aa 2  models/gibs/heart_local.tga models/gibs/heart_hi.lwo

        		diffusemap	models/gibs/heart.tga
				bumpmap		models/gibs/heart_local.tga
              specularmap	models/gibs/heart_s.tga
}

models/gibs/spine
{
    noselfShadow
	flesh
	clamp
	renderbump  -size 128 256 -aa 2  models/gibs/spine_local.tga models/gibs/spine_hi.lwo

        		diffusemap	models/gibs/spine.tga
				bumpmap		models/gibs/spine_local.tga
              specularmap	models/gibs/spine_s.tga
}




models/monsters/mancubus/mpipe_fx
 {
	 noselfShadow
	{	// 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
		
		map models/monsters/mancubus/mancubus_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
		
		map models/monsters/mancubus/mancubus_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	{
		blend	diffusemap
		map	models/monsters/mancubus/mpipe_fx.tga
		translate	time * 0.1 , time * 0.2
		scale	2, 4  //scaleTable[time * 0.2] , scaleTable[time * 0.1]
	}	
	{

	Blend	bumpmap
	map		models/monsters/mancubus/mpipe_local.tga

	}
	{

                 	Blend 	specularmap	
	map		 models/monsters/mancubus/mpipe_s.tga

	}
}


models/monsters/mancubus/mpipe
{
        noselfShadow
	renderbump  -size 256 256 -aa 2  models/monsters/mancubus/mpipe_local.tga models/monsters/mancubus/mpipe_hi.lwo

	forceOverlays

	
	{
       		if ( parm7 == 0 )
      		 blend	diffusemap
		 map	models/monsters/mancubus/mpipe.tga	
		 alphaTest 0.7
	}
	
	{
		if ( parm7 == 0 )
		Blend	bumpmap
		map		models/monsters/mancubus/mpipe_local.tga

	}

	{
		 if ( parm7 == 0 )
                 Blend 	specularmap	
		 map		 models/monsters/mancubus/mpipe_s.tga

	}

}



models/monsters/zombie/zombie01/zback01
{

	noShadows
	nonsolid
	noimpact
	twoSided
	translucent
	forceoverlays
	clamp

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}



	{       
      	 blend	filter
	 map	models/monsters/zombie/zombie01/zback01.tga
	}
	 specularmap models/monsters/zombie/zombie01/zback01_s.tga

 }

models/monsters/zombie/zombie01/zback01b
{

	noShadows
	nonsolid
	noimpact
	twoSided
	clamp
	translucent

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}


	{       
      	 blend	filter
	 map	models/monsters/zombie/zombie01/zback01.tga
	}
	 specularmap models/monsters/zombie/zombie01/zback01b_s.tga

 }


models/monsters/zombie/zombie01/eyes/brown
{
	translucent
	noshadows
	deform	eyeBall
	sort 1

	{
		blend filter
		map models/monsters/zombie/zombie01/eyes/brown.tga
		centerScale	0.6, 0.6	
	}	
	
	 
}

models/monsters/zombie/zombie01/eyes/dead
{
        
	translucent
	noshadows
	//deform	eyeBall
	sort 1

	{
		blend add
		map models/monsters/zombie/zombie01/eyes/godmode.tga
		 //translate	time * 0.0 , time * 0.6
	
	}	
	 
}

models/monsters/zombie/zombie01/eyes/blue
{
        
	translucent
	noshadows
	deform	eyeBall
	sort 1


	{
		blend filter
		map models/monsters/zombie/zombie01/eyes/blue.tga
		centerScale	0.6, 0.6
	
	}	

	 
}

models/gibs/brain

{
    noselfShadow
	flesh
	nonsolid
	noimpact
	clamp

	renderbump  -size 128 128 -aa 4  models/gibs/brain_local.tga models/gibs/brain_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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 0.3 * (time - parm7)
	}
 		{ 	
		blend diffusemap	
		map models/gibs/brain.tga
		//alphaTest parm6
	    } 	

				bumpmap		models/gibs/brain_local.tga
                specularmap	models/gibs/brain_s.tga

}


models/monsters/zombie/zombie01/zarms04
{
        noselfShadow
		flesh
	clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}


	renderbump  -size 256 256 -aa 2  models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms04.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms04_s.tga
}

models/monsters/zombie/zombie01/zrarms04
{
        noselfShadow
		flesh
	   clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 256 256 -aa 2  models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms04.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms04_s.tga
}

models/monsters/zombie/zombie01/zlarms04
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 256 256 -aa 2  models/monsters/zombie/zombie01/zarms04_local.tga models/monsters/zombie/zombie01/zarms04_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms04.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms04_local.tga, heightmap(models/monsters/zombie/zombie01/zarms04_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms04_s.tga
}




models/monsters/zombie/zombie01/zarms03
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms03.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms03_s.tga
}

models/monsters/zombie/zombie01/zrarms03
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms03.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms03_s.tga
}

models/monsters/zombie/zombie01/zlarms03
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms03_local.tga models/monsters/zombie/zombie01/zarms03_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms03.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms03_local.tga, heightmap(models/monsters/zombie/zombie01/zarms03_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms03_s.tga
}


models/monsters/zombie/zombie01/zarms02
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo

		{       
      			 blend	diffusemap
			 map	models/monsters/zombie/zombie01/zarms02.tga
			 alphaTest 0.7
		}	
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms02_s.tga
}

models/monsters/zombie/zombie01/zrarms02
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo

		{       
      			 blend	diffusemap
			 map	models/monsters/zombie/zombie01/zarms02.tga
			 alphaTest 0.7
		}	
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms02_s.tga
}

models/monsters/zombie/zombie01/zlarms02
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms02_local.tga models/monsters/zombie/zombie01/zarms02_hi.lwo

		{       
      			 blend	diffusemap
			 map	models/monsters/zombie/zombie01/zarms02.tga
			 alphaTest 0.7
		}	
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms02_local.tga, heightmap(models/monsters/zombie/zombie01/zarms02_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms02_s.tga
}


models/monsters/zombie/zombie01/zarms01
{
        noselfShadow
		forceoverlays
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms01.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms01_s.tga
}

models/monsters/zombie/zombie01/zarms01b
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms01b.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms01_s.tga
}

models/monsters/zombie/zombie01/zrarms01
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms01.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms01_s.tga
}

models/monsters/zombie/zombie01/zlarms01
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zarms01_local.tga models/monsters/zombie/zombie01/zarms01_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zarms01.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zarms01_local.tga, heightmap(models/monsters/zombie/zombie01/zarms01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zarms01_s.tga
}


models/monsters/zombie/zombie01/ztorso03
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso03_local.tga models/monsters/zombie/zombie01/ztorso03_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/ztorso03.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/ztorso03_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso03_h.tga, 9 ) )
                  specularmap	models/monsters/zombie/zombie01/ztorso03_s.tga
}



models/monsters/zombie/zombie01/ztorso02
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso02_local.tga models/monsters/zombie/zombie01/ztorso02_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/ztorso02.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/ztorso02_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso02_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/ztorso02_s.tga
}


models/monsters/zombie/zombie01/ztorso01
{
        noselfShadow
		forceoverlays
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/ztorso01.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/ztorso01_s.tga
}


models/monsters/zombie/zombie01/ztorso01b
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/ztorso01_local.tga models/monsters/zombie/zombie01/ztorso01_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/ztorso01b.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/ztorso01_local.tga, heightmap(models/monsters/zombie/zombie01/ztorso01b_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/ztorso01b_s.tga
}


models/monsters/zombie/zombie01/zhead03
{
        noselfShadow
		forceoverlays
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead03_local.tga models/monsters/zombie/zombie01/zhead03_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zhead03.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zhead03_local.tga, heightmap(models/monsters/zombie/zombie01/zhead03_h.tga, 9 ) )
                  specularmap	models/monsters/zombie/zombie01/zhead03_s.tga
}

models/monsters/zombie/zombie01/zhead02
{
        noselfShadow
		forceoverlays
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zhead02.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02_h.tga, 3 ) )
                  specularmap	models/monsters/zombie/zombie01/zhead02_s.tga
}

models/monsters/zombie/zombie01/zhead02b
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead02_local.tga models/monsters/zombie/zombie01/zhead02_hi.lwo

        	diffusemap	models/monsters/zombie/zombie01/zhead02b.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zhead02_local.tga, heightmap(models/monsters/zombie/zombie01/zhead02b_h.tga, 3 ) )
                  specularmap	models/monsters/zombie/zombie01/zhead02b_s.tga
}


models/monsters/zombie/zombie01/zlegs01
{
        noselfShadow
		forceoverlays
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo


	diffusemap	models/monsters/zombie/zombie01/zlegs01.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zlegs01_s.tga
}


models/monsters/zombie/zombie01/zlegs01b
{
        noselfShadow
		flesh
		clamp

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zlegs01_local.tga models/monsters/zombie/zombie01/zlegs01_hi.lwo


	diffusemap	models/monsters/zombie/zombie01/zlegs01b.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zlegs01_local.tga, heightmap(models/monsters/zombie/zombie01/zlegs01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zlegs01b_s.tga
}

models/monsters/zombie/zombie01/zjaw01
{
        noselfShadow
		flesh
		clamp
	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zjaw01_local.tga models/monsters/zombie/zombie01/zjaw01_hi.lwo


		{       
      			 blend	diffusemap
			 map	models/monsters/zombie/zombie01/zjaw01.tga
			 alphaTest 0.5
		}

	bumpmap		addnormals(models/monsters/zombie/zombie01/zjaw01_local.tga, heightmap(models/monsters/zombie/zombie01/zjaw01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zjaw01_s.tga
}


models/monsters/zombie/zombie01/zhead01
{
        noselfShadow
		flesh
		clamp
		forceOverlays

	{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 512 512 -aa 2  models/monsters/zombie/zombie01/zhead01_local.tga models/monsters/zombie/zombie01/zhead01_hi.lwo



        	diffusemap	models/monsters/zombie/zombie01/zhead01.tga
	bumpmap		addnormals(models/monsters/zombie/zombie01/zhead01_local.tga, heightmap(models/monsters/zombie/zombie01/zhead01_h.tga, 5 ) )
                  specularmap	models/monsters/zombie/zombie01/zhead01_s.tga
}



models/gibs/meat_strand
{
     //noSelfShadow
	 noshadows
	 twoSided
	 qer_editorimage	models/gibs/meat_strand.tga

		{       
      			 blend	diffusemap
			 map	models/gibs/meat_strand_d.tga
			 alphaTest 0.5
		}	

	bumpmap	   heightmap(models/gibs/meat_strand_h.tga , 15 )
	specularmap models/gibs/meat_strand_s.tga
        	
}

models/monsters/sentry/adriansentry
{
        noselfShadow
		ricochet
		clamp
		renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/monsters/sentry/sentry_local.tga models/monsters/sentry/sentry_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
		
		map models/monsters/sentry/sentrydis.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
		
		map models/monsters/sentry/sentrydis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}

        diffusemap	models/monsters/sentry/adriansentry_d.tga
		bumpmap		addnormals( models/monsters/sentry/sentry_local.tga, heightmap( models/monsters/sentry/adriansentry_h.tga, 3 ) )
        specularmap	models/monsters/sentry/adriansentry_s.tga
}



models/monsters/sentry/spiston_d
{

	noShadows
	{
	blend bumpmap
	map		models/monsters/sentry/spiston_local.tga 
	}


	{       
      	 blend	diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
	 map	models/monsters/sentry/spiston_d.tga
	 alphaTest 0.5
	}

	specularmap	models/monsters/sentry/spiston_s.tga
        

 }


models/monsters/sentry/sflap_d
{

	noShadows

	{
	blend bumpmap
	map		models/monsters/sentry/sflap_local.tga 
	}
	{       
      	 blend	diffuseMap //GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
	 map	models/monsters/sentry/sflap_d.tga
	 alphaTest 0.5
	}

	specularmap	models/monsters/sentry/sflap_s.tga
       	

 }




models/monsters/zombie/fatty/bloodyfatty
{
     flesh
	clamp

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}



        	diffusemap	models/monsters/zombie/fatty/bloodyfatty_d.tga
		bumpmap		addnormals( models/monsters/zombie/fatty/fatty_local.tga, heightmap( models/monsters/zombie/fatty/fatty_h.tga, 7 ) )
        specularmap	models/monsters/zombie/fatty/bloodyfatty_s.tga
}



models/monsters/lost/skull
{
       noSelfShadow
		clamp



        	diffusemap	models/monsters/lost/skull.tga
		bumpmap		addnormals( models/monsters/lost/skull_local.tga, heightmap( models/monsters/lost/skull_b.tga, 7 ) )
        specularmap	models/monsters/lost/skull_s.tga
}



models/monsters/lost/lost_fx
 {
	noSelfShadow
        noshadows
	twoSided
	translucent
		
	
	{
		blend	add
		map	models/monsters/lost/lost_fx.tga
		rgb		eyestable[ time * .3 ]
		alphaTest 0.5
	
	}
}	


models/monsters/lost/lost_teeth
{
        noSelfShadow
	noshadows
	twoSided
		{       
      			 blend	diffusemap
			 map	models/monsters/lost/lost_teeth.tga
			 alphaTest 0.5
		}	

		bumpmap	   heightmap(models/monsters/lost/lost_teeth_b.tga , 4 )
		specularmap models/monsters/lost/lost_teeth_s.tga
        	
}

models/monsters/pinky/teeth
{
        noSelfShadow
	twoSided
		
		{	// 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
		
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}


	{
		if ( parm7 == 0 )
    	blend	diffusemap
		map	models/monsters/pinky/teeth.tga
		alphaTest 0.5
	}

	bumpmap	   heightmap(models/monsters/pinky/teeth_b.tga , 6 )
	specularmap models/monsters/pinky/teeth_s.tga
        	
}


models/monsters/jethro/jarmor
{
        noSelfShadow
        bumpmap		addnormals ( models/characters/sarge2/armor/armorhi_local.tga, heightmap ( models/characters/sarge2/armor/armor_h.tga, 3 ) )
        diffusemap	models/monsters/jethro/jarmor.tga
       specularmap	models/characters/sarge2/armor/armor_s.tga
}

models/monsters/jethro/jethro
{
        noSelfShadow
        bumpmap		addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
        diffusemap	models/monsters/jethro/jethro.tga
        specularmap	models/monsters/jethro/jethro_s.tga
}
	
models/monsters/jethro/jethrohair
{
	translucent
	nonsolid
	noimpact
	twosided
	noshadows
	//polygonOffset
	{
		blend gl_dst_color,gl_zero
		map models/monsters/jethro/jethrohair.tga
	}	


}

models/monsters/jethro/jethrohair2
{
	translucent
	nonsolid
	noimpact
	twosided
	noshadows
	//polygonOffset
	{
		blend gl_dst_color,gl_zero
		map models/monsters/jethro/jethrohair2.tga
	}	


}



models/monsters/jethro/jethroa
{
        noSelfShadow
        bumpmap		addnormals( models/monsters/jethro/jethro_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
        diffusemap	models/monsters/jethro/grey.tga
        specularmap	models/monsters/jethro/grey2.tga
}

models/monsters/jethro/jethrob
{
        noSelfShadow
        bumpmap		addnormals( models/monsters/jethro/jethro2_local.tga, heightmap( models/monsters/jethro/jethro_h.tga, 5 ) )
        diffusemap	models/monsters/jethro/grey.tga
        specularmap	models/monsters/jethro/grey2.tga
}



models/monsters/bruiser/eyes
 {
	noSelfShadow
        noshadows
	translucent
	{
		blend	add
		map	models/monsters/bruiser/eyes.tga
		rgb		eyestable[ time * .3 ]
	}
}


models/monsters/adrian/amumble
{
        noSelfShadow
        bumpmap		addnormals( models/monsters/adrian/amumble_hm.tga, heightmap( models/monsters/adrian/amumble_add.tga, 3 ) )
        diffusemap	models/monsters/adrian/amumble.tga
        specularmap	models/monsters/adrian/amumble_s.tga
}


models/monsters/adrian/ahmumble
{
       noSelfShadow
        bumpmap		addnormals( models/monsters/adrian/ahmumble_hm.tga, heightmap( models/monsters/adrian/ahmumble_add.tga, 4 ) )
        diffusemap	models/monsters/adrian/ahmumble.tga
        specularmap	models/monsters/adrian/ahmumble_s.tga
}

models/monsters/adrian/atag

{
 	noSelfShadow
	twosided

 	{       
      	 blend	diffusemap
	 map	models/monsters/adrian/atag.tga
	 alphaTest 0.5
	}

}


models/monsters/mumble/tag

{
 	noShadows
	twosided

 	{       
      	 blend	diffusemap
	 map	models/monsters/mumble/tag.tga
	 alphaTest 0.5
	}

}

models/monsters/mumble/mumble
{
        noSelfShadow
        bumpmap		addnormals( models/monsters/mumble/mumble_hm.tga, heightmap( models/monsters/mumble/mumble_add.tga, 3 ) )
        diffusemap	models/monsters/mumble/mumble.tga
        specularmap	models/monsters/mumble/mumble_s.tga
}


models/monsters/mumble/hmumble
{
       noSelfShadow
        bumpmap		addnormals( models/monsters/mumble/hmumble_hm.tga, heightmap( models/monsters/mumble/hmumble_add.tga, 4 ) )
        diffusemap	models/monsters/mumble/hmumble.tga
        specularmap	models/monsters/mumble/hmumble_s.tga
}



models/monsters/zombie/zhead01
{

        bumpmap		addnormals( models/monsters/zombie/zhead01_b.tga, heightmap( models/monsters/zombie/zhead01_add.tga, 7 ) )
        diffusemap	models/monsters/zombie/zhead01_d.tga
        specularmap	models/monsters/zombie/zhead01_s.tga
}

models/monsters/zombie/zombie01
{

        bumpmap		addnormals( ase/zb_local.tga, heightmap( models/monsters/zombie/zombie01_add.tga, 7 ) )
        diffusemap	models/monsters/zombie/zombie01_d.tga
        specularmap	models/monsters/zombie/zombie01_s.tga
}

models/monsters/zombie/boney/adrianboney01
{
       noSelfShadow
		unsmoothedTangents
		flesh

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.5 * (time - parm7)
}

	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2   models/monsters/zombie/boney/a_boney_localhell02.tga models/monsters/zombie/boney/boney_hi.lwo
		forceoverlays
 		diffusemap	  models/monsters/zombie/boney/a_boney_dhell01b

		{
 		  blend bumpmap
          map  addnormals(models/monsters/zombie/boney/a_boney_localhell02.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell01.tga, 6 ) )
     	}
		specularmap	models/monsters/zombie/boney/a_boney_shell01.tga
}

models/monsters/zombie/boney/adrianboney02
{
       noSelfShadow
		unsmoothedTangents
		flesh

{	// 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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.5 * (time - parm7)
}

	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2   models/monsters/zombie/boney/boney_local.tga models/monsters/zombie/boney/boney_hi.lwo
		forceoverlays
 		diffusemap	  models/monsters/zombie/boney/a_boney_dhell02.tga

		{
 		  blend bumpmap
          map  addnormals(models/monsters/zombie/boney/boney_local.tga, heightmap(models/monsters/zombie/boney/a_boney_bhell02.tga, 3 ) )
     	}
		specularmap	models/monsters/zombie/boney/a_boney_shell02.tga
}

models/monsters/hellknight/a_hk_cutter

{
    flesh
	unsmoothedTangents
	noselfShadow
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_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
		
		map models/monsters/hellknight/hellknight_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
		
		map models/monsters/hellknight/hellknight_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	    diffusemap	    models/monsters/hellknight/a_hellknight_04a.tga
		bumpmap		addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hellknight_b01.tga, 9 ) )
		specularmap	      models/monsters/hellknight/a_hellknight_s04a.tga

}

models/monsters/hellknight/a_hk_branded

{
    flesh
	unsmoothedTangents
	noselfShadow
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 1  models/monsters/hellknight/hellknight_local.tga models/monsters/hellknight/zhellknight_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
		
		map models/monsters/hellknight/hellknight_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
		
		map models/monsters/hellknight/hellknight_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays
	    diffusemap	    models/monsters/hellknight/a_hk_branded_02b.tga
		bumpmap		addnormals(models/monsters/hellknight/hellknight_local.tga, heightmap(models/monsters/hellknight/a_hk_branded_b01.tga, 10 ) )
		specularmap	      models/monsters/hellknight/a_hk_branded_s02b.tga


}

models/monsters/imp/a_hellimp
{
	unsmoothedTangents
	//noselfshadow
	flesh
	renderbump  -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.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
		
		map models/monsters/imp/imp_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
		
		map models/monsters/imp/imp_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays	
	bumpmap	      addnormals(models/monsters/imp/imp_local.tga, heightmap(models/monsters/imp/a_imp_b08a, 10 ) )
	diffusemap        models/monsters/imp/a_imp_d08a
      specularmap	      models/monsters/imp/a_imp_s08a

	
}	

models/monsters/maggot/a_hellmaggot

{
    	noselfShadow
	unsmoothedTangents
	flesh
	clamp
	renderbump  -size 1024 1024 -trace 0.02 -colorMap -aa 2  models/monsters/maggot/maggot3_local.tga models/monsters/maggot/maggot3_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
		
		map models/monsters/maggot/maggot3_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
		
		map models/monsters/maggot/maggot3_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.3 * (time - parm7)
	}
	forceOverlays 

	    diffusemap	    models/monsters/maggot/a_maggot3_d02.tga
		bumpmap		addnormals (models/monsters/maggot/maggot3_local.tga, heightmap(models/monsters/maggot/a_maggot3_b02, 8 ) )
	    specularmap	      models/monsters/maggot/a_maggot3_s02.tga

	


}






