

models/characters/male_npc/marine2/h_mp5
{
       noSelfShadow
		unsmoothedTangents
		metal
		collision
		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)
	}

        diffusemap	  models/characters/male_npc/marine2/h_mp5.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine2/h_mp6
{
       noSelfShadow
		unsmoothedTangents
		metal
		collision
		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)
	}

        diffusemap	  models/characters/male_npc/marine2/h_mp6.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine2/h_mp7
{
       noSelfShadow
		unsmoothedTangents
		metal
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}
        diffusemap	  models/characters/male_npc/marine2/h_mp7.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine2/h_mp8
{
       noSelfShadow
		unsmoothedTangents
		metal
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}
        diffusemap	  models/characters/male_npc/marine2/h_mp8.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine2/mp5
{
       noSelfShadow
		unsmoothedTangents
		metal
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}
        diffusemap	  models/characters/male_npc/marine2/mp5.tga
		bumpmap		  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
        specularmap	models/characters/male_npc/marine/mp1_s.tga
}

models/characters/male_npc/marine2/mp6
{
       noSelfShadow
		unsmoothedTangents
		metal
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}
        diffusemap	  models/characters/male_npc/marine2/mp6.tga
		bumpmap		  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
        specularmap	models/characters/male_npc/marine/mp1_s.tga
}

models/characters/male_npc/marine2/mp7
{
       noSelfShadow
		unsmoothedTangents
		metal
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}
        diffusemap	  models/characters/male_npc/marine2/mp7.tga
		bumpmap		  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
        specularmap	models/characters/male_npc/marine/mp1_s.tga
}

models/characters/male_npc/marine2/mp8
{
       noSelfShadow
		unsmoothedTangents
		metal
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}
        diffusemap	  models/characters/male_npc/marine2/mp8.tga
		bumpmap		  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
        specularmap	models/characters/male_npc/marine/mp1_s.tga
}
