table breathtable { { 0,0,0,0,.6,1,1,1,.9,.8,.7,.6,.5,.4,.3,.2,.1  } }

models/characters/scientist/head05/head05dead
{
        noselfShadow
		  //noShadows
		//unsmoothedTangents
		clamp
	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head05/head05dead_local.tga models/characters/scientist/head05/head05dead_hi.lwo


 				diffusemap	  models/characters/scientist/head05/head05dead

		{
 		  blend bumpmap
          map  addnormals(models/characters/scientist/head05/head05dead_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/scientist/head05/head05dead_s.tga
}

models/characters/player/player_phantasm
{
		noselfshadow
		clamp
// blended part
	
	{
		blend 		bumpmap
		map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
	// note that you do NOT put vertexColor on the bumpmap
	}
	{
		blend 		diffusemap
		map		models/characters/player/playerhead.tga
		rgb		1-death_fade[(time+Parm4)*.4]
	}
	{
		blend		specularmap
		map		models/characters/player/playerhead_s.tga
		rgb		1-death_fade[(time+Parm4)*.4]
	}
// inverse blended part
	{
		blend		bumpmap
		map  addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 8 ) )
	}
	{
		blend		diffusemap
		map		models/characters/player/playerheaddead.tga
        rgb		death_fade[(time+Parm4)*.4]
	}
	{
		blend 		specularmap
		map		models/characters/player/playerheaddead_s.tga
		rgb		death_fade[(time+Parm4)*.4]
	}



}

models/characters/scientist/head05/head05bad

{
		noselfshadow
// blended part
	clamp
	{
		blend 		bumpmap
		map   addnormals(models/characters/scientist/head05/head05_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
	// note that you do NOT put vertexColor on the bumpmap
	}
	{
		blend 		diffusemap
		map	  models/characters/scientist/head05/head05
		//rgb		(sinTable [(time*.2)]+1)*0.5
		//alphaTest .5 + 0.5 * sintable [ time * .1  ]
		rgb		1-death_fade[(time+Parm4)*.5]
	}
	{
		blend		specularmap
		map			  models/characters/scientist/head05/head05_s
		//rgb		(sinTable [(time*.2)]+1)*0.5
		rgb		1-death_fade[(time+Parm4)*.5]
	}
// inverse blended part
	{
		blend		bumpmap
		map   addnormals(models/characters/scientist/head05/head05dead_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 10 ) )
	}
	{
		blend		diffusemap
		map			models/characters/scientist/head05/head05dead
		//rgb		1-(sinTable [(time*.2)]+1)*0.5
		//alphaTest .5 + 0.5 * sintable [ time * .1  ]
		rgb		death_fade[(time+Parm4)*.5]
	}
	{
		blend 		specularmap
		map	     models/characters/scientist/head05/head05dead_s
		//rgb		1-(sinTable [(time*.2)]+1)*0.5
		rgb		death_fade[(time+Parm4)*.5]
	}



}


models/characters/player/playergoestohell

{
		noselfshadow
		clamp
// blended part
	
	{
		blend 		bumpmap
		map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
	// note that you do NOT put vertexColor on the bumpmap
	}
	{
		blend 		diffusemap
		map		models/characters/player/playerhead.tga
		rgb		(sinTable [(time*.2)]+1)*0.5
		//alphaTest .5 + 0.5 * sintable [ time * .1  ]
	}
	{
		blend		specularmap
		map		models/characters/player/playerhead_s.tga
		rgb		(sinTable [(time*.2)]+1)*0.5
	}
// inverse blended part
	{
		blend		bumpmap
		map  addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 8 ) )
	}
	{
		blend		diffusemap
		map		models/characters/player/playerheaddead.tga
		rgb		1-(sinTable [(time*.2)]+1)*0.5
		//alphaTest .5 + 0.5 * sintable [ time * .1  ]
	}
	{
		blend 		specularmap
		map		models/characters/player/playerheaddead_s.tga
		rgb		1-(sinTable [(time*.2)]+1)*0.5
	}



}


models/characters/player/playerheaddead
{
        noselfShadow
		noShadows
		clamp
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/playerheaddead_local.tga models/characters/player/playerheaddead_hi.lwo



        
 	diffusemap  models/characters/player/playerheaddead.tga
 		 
		{
 		  blend bumpmap
          map  addnormals(models/characters/player/playerheaddead_local.tga, heightmap(models/characters/player/playerheaddead_h.tga, 3 ) )
 		  
     	}	
          specularmap	 models/characters/player/playerheaddead_s.tga
}



models/characters/swann/frame

{
    noselfShadow
	noshadows
 renderbump  -size 256 128 -trace 0.07 -colorMap -aa 2   models/characters/swann/frame_local.tga models/characters/swann/frame_hi.lwo	
	{       
      		 blend	diffusemap
			 map	models/characters/swann/frame.tga
	   		alphaTest 0.5
	}
		bumpmap			models/characters/swann/frame_local.tga
		specularmap		models/characters/swann/frame_s.tga

}

models/characters/female_npc/poppy/poppyfx3
{
    noselfShadow
	clamp
	flesh
			{

        	blend diffusemap	
			map models/characters/female_npc/poppy/poppyfx1.tga
			alphaTest .2   //+ 0.5 * sintable [ time * .2  ] 
			}          
		bumpmap		addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
		specularmap	models/characters/female_npc/poppy/poppyfx1_s.tga
}

models/characters/female_npc/poppy/poppyfx2
{
    noselfShadow
	clamp
	flesh
			{

        	blend diffusemap	
			map models/characters/female_npc/poppy/poppyfx2.tga
			alphaTest .2   //+ 0.5 * sintable [ time * .2  ] 
			}          
		bumpmap		addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
		specularmap	models/characters/female_npc/poppy/poppyfx2_s.tga
}

//////////////////////////////////////////
//					//
//	Old Poppy Head Effect		//
//					//
//////////////////////////////////////////


//	models/characters/female_npc/poppy/poppyfx1

//	{
//		noselfshadow
//		clamp
//		
//		// blended part
//		{
//			if ( parm7 == 0 )
//			blend 		bumpmap
//			map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
//		}
//		
//		{
//			if ( parm7 == 0 )
//			blend 		diffusemap
//			map		models/characters/female_npc/poppy/poppy.tga
//			rgb		1-death_fade[(time+Parm4)*.5]
//	
//		}
//		
//		{
//			if ( parm7 == 0 )
//			blend		specularmap
//			map		models/characters/female_npc/poppy/poppy_s.tga
//			rgb		1-death_fade[(time+Parm4)*.5]
//		}
//		
//		// inverse blended part
//		{
//			if ( parm7 == 0 )
//			blend		bumpmap
//			map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
//		}
//		
//		{
//			if ( parm7 == 0 )
//			blend		diffusemap
//			map		models/characters/female_npc/poppy/poppyfx1.tga
//			rgb		death_fade[(time+Parm4)*.5]
//		}
//		
//		{
//			if ( parm7 == 0 )
//			blend 		specularmap
//			map		models/characters/female_npc/poppy/poppyfx1_s.tga
//			rgb		death_fade[(time+Parm4)*.5]
//		}
//	
//	}

//////////////////////////////////////////
//					//
//	NEw Poppy Head Effect		//
//					//
//////////////////////////////////////////

models/characters/female_npc/poppy/poppyfx1

{
	noselfshadow
	clamp
	
	// blended part
	{
		if ( parm7 == 0 )
		blend 		bumpmap
		map  addnormals(models/characters/female_npc/poppy/poppy_512_local.tga, heightmap(models/characters/female_npc/poppy/poppy_512_h.tga, 1 ) )
	}
	
	{
		if ( parm7 == 0 )
		blend 		diffusemap
		map		models/characters/female_npc/poppy/poppy_512.tga
		rgb		1-death_fade[(time+Parm4)*.5]

	}
	
	{
		if ( parm7 == 0 )
		blend		specularmap
		map		models/characters/female_npc/poppy/poppy_512_s.tga
		rgb		1-death_fade[(time+Parm4)*.5]
	}
	
	// inverse blended part
	{
		if ( parm7 == 0 )
		blend		bumpmap
		map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
	}
	
	{
		if ( parm7 == 0 )
		blend		diffusemap
		map		models/characters/female_npc/poppy/poppyfx1.tga
		rgb		death_fade[(time+Parm4)*.5]
	}
	
	{
		if ( parm7 == 0 )
		blend 		specularmap
		map		models/characters/female_npc/poppy/poppyfx1_s.tga
		rgb		death_fade[(time+Parm4)*.5]
	}

}



//////////////////////////////////////////
//					//
//	Old Poppy Head Test Effect	//
//					//
//////////////////////////////////////////



//	models/characters/female_npc/poppy/poppyfx1test
//	
//	{
//			noselfshadow
//			clamp
//		{
//			blend 		bumpmap
//			map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
//		}
//		{
//			blend 		diffusemap
//			map		models/characters/female_npc/poppy/poppy.tga
//			rgb		(sinTable [(time*.2)]+1)*0.5
//		}
//		{
//			blend		specularmap
//			map		models/characters/female_npc/poppy/poppy_s.tga
//			rgb		(sinTable [(time*.2)]+1)*0.5
//		}
//		{
//			blend		bumpmap
//			map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
//		}
//		{
//			blend		diffusemap
//			map		models/characters/female_npc/poppy/poppyfx1.tga
//			rgb		1-(sinTable [(time*.2)]+1)*0.5
//		}
//		{
//			blend 		specularmap
//			map		models/characters/female_npc/poppy/poppyfx1_s.tga
//			rgb		1-(sinTable [(time*.2)]+1)*0.5
//		}
//	}


//////////////////////////////////////////
//					//
//	New Poppy Head Test Effect	//
//					//
//////////////////////////////////////////


models/characters/female_npc/poppy/poppyfx1test

{
		noselfshadow
		clamp
	{
		blend 		bumpmap
		map  addnormals(models/characters/female_npc/poppy/poppy_512_local.tga, heightmap(models/characters/female_npc/poppy/poppy_512_h.tga, 2 ) )
	}
	{
		blend 		diffusemap
		map		models/characters/female_npc/poppy/poppy_512.tga
		rgb		(sinTable [(time*.2)]+1)*0.5
	}
	{
		blend		specularmap
		map		models/characters/female_npc/poppy/poppy_512_s.tga
		rgb		(sinTable [(time*.2)]+1)*0.5
	}
	{
		blend		bumpmap
		map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppyfx1_h.tga, 6 ) )
	}
	{
		blend		diffusemap
		map		models/characters/female_npc/poppy/poppyfx1.tga
		rgb		1-(sinTable [(time*.2)]+1)*0.5
	}
	{
		blend 		specularmap
		map		models/characters/female_npc/poppy/poppyfx1_s.tga
		rgb		1-(sinTable [(time*.2)]+1)*0.5
	}
}

//////////////////////////
//			//
//	Old Poppy	//
//			//
//////////////////////////


//	models/characters/female_npc/poppy/poppy
//	{
//	        noselfShadow
//			  //noShadows
//			clamp
//			forceOverlays
//			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 512 -trace 0.07 -colorMap -aa 2   models/characters/female_npc/poppy/poppy_local.tga models/characters/female_npc/poppy/poppy_hi.lwo
//	
//	
//		
//			{
//			  blend diffusemap	
//	          map  models/characters/female_npc/poppy/poppy.tga
//	 		  
//	     	}
//			{
//	 		  blend bumpmap
//	          map  addnormals(models/characters/female_npc/poppy/poppy_local.tga, heightmap(models/characters/female_npc/poppy/poppy_h.tga, 2 ) )
//	 		  
//	     	}
//			
//	                  specularmap	models/characters/female_npc/poppy/poppy_s.tga
//	}



//////////////////////////
//			//
//	New Poppy	//
//			//
//////////////////////////

models/characters/female_npc/poppy/poppy
{
        noselfShadow
	clamp
	forceOverlays
	flesh

	{	
		if	parm7		
		blend	gl_zero, gl_one	
		noclamp map models/monsters/spectre/global_dis.tga
		alphaTest 0.05 + 1.5 * (time - parm7)
	}


		renderbump  -size 1024 512 -trace 0.07 -colorMap -aa 2   models/characters/female_npc/poppy/poppy_512_local.tga models/characters/female_npc/poppy/poppy_hi.lwo


	{
		blend diffusemap	
		map  models/characters/female_npc/poppy/poppy_512.tga	  
     	}

	
	{
		blend bumpmap
		map  addnormals(models/characters/female_npc/poppy/poppy_512_local.tga, heightmap(models/characters/female_npc/poppy/poppy_512_h.tga, 1 ) )	  
     	}	
		
	{
		blend specularmap	
		map models/characters/female_npc/poppy/poppy_512_s.tga
		red 0.5
		green 0.5
		blue 0.5
	}

	
	{	
		maskcolor				
	   	map	makealpha(models/characters/female_npc/poppy/poppy_512_e.tga)
	}


	{
	    	blend gl_dst_alpha, gl_one
	    	maskalpha
       		cubeMap		env/gen1
		red	.5
		green	.5
		blue	.5
        	texgen		reflect

	}

}



//////////////////////////////////
//				//
//	Old Dress		//
//				//
//////////////////////////////////


//models/characters/female_npc/dress/dress
//{
//        noselfShadow
//		  clamp
//		unsmoothedTangents
//		forceOverlays
//		flesh
//	renderbump  -size 1024 1024 -trace 0.04 -colorMap -aa 2   models/characters/female_npc/dress/dress_local.tga models/characters/female_npc/dress/dress_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 + 1.5 * (time - parm7)
//	}
//	
//
// 				diffusemap	  models/characters/female_npc/dress/dress.tga
//
//		{
//		  blend bumpmap
//          map  addnormals(models/characters/female_npc/dress/dress_local.tga, heightmap(models/characters/female_npc/dress/dress_h.tga, 1 ) )
// 		  
//     	}
//		
//                  specularmap	models/characters/female_npc/dress/dress_s.tga
//}


//////////////////////////////////
//				//
//	New Dress		//
//				//
//////////////////////////////////


models/characters/female_npc/dress/dress
{
        noselfShadow
	clamp
	unsmoothedTangents
	forceOverlays
	flesh
	renderbump  -size 1024 1024 -trace 0.04 -colorMap -aa 2   models/characters/female_npc/dress/dress_local.tga models/characters/female_npc/dress/dress_hi.lwo

	{	
		if	parm7		
		blend	gl_zero, gl_one			
		noclamp map models/monsters/spectre/global_dis.tga	
		alphaTest 0.05 + 1.5 * (time - parm7)
	}
	

 		diffusemap	  models/characters/female_npc/dress/dress_new.tga

	{
 		blend bumpmap
		map  addnormals(models/characters/female_npc/dress/dress_new_local.tga, heightmap(models/characters/female_npc/dress/dress_new_h.tga, 1 ) )
 		  
     	}
		
		specularmap	models/characters/female_npc/dress/dress_new_s.tga
}










models/characters/male_npc/hazmat/visor
{
        noselfShadow
         noShadows
	unsmoothedTangents
	translucent

	renderbump  -size 128 128 -trace 0.07 -colorMap -aa 4   models/characters/male_npc/hazmat/visor_local.tga models/characters/male_npc/hazmat/visor_hi.lwo


//	    {
//		  if ( parm7 == 0 )
// 		  blend diffusemap
//          map  models/characters/male_npc/hazmat/visor.tga
//		  rgb		breathtable[ time * .3 ]
//     	}

        {
 		if ( parm7 == 0 )
         blend bumpmap
		map  models/characters/male_npc/hazmat/visor_local.tga
		}

		{
		if ( parm7 == 0 )
		blend  specularmap	
		map models/characters/male_npc/hazmat/visor_s.tga
		}

	    {
		if ( parm7 == 0 )
	    blend add  //gl_dst_alpha , gl_one_minus_dst_alpha
		cubeMap		env/bland
		texgen		reflect
	   }

}

models/characters/male_npc/hazmat/dvisor
{  
        noselfShadow
         noShadows
	unsmoothedTangents
	translucent
	
	{
		if ( parm7 == 0 )
		maskcolor
		map makealpha(models/characters/male_npc/hazmat/dvisor_a.tga)
	
	}


	{
		if ( parm7 == 0 )
		blend diffusemap
		map models/characters/male_npc/hazmat/dvisor.tga
	}

	

	{
	if ( parm7 == 0 )
	blend bumpmap		
	map  addnormals(models/characters/male_npc/hazmat/dvisor_local.tga, heightmap(models/characters/male_npc/hazmat/dvisor_h.tga, 5 ) ) 
	}

	
	
	{
	if ( parm7 == 0 )
	 blend specularmap	
	map models/characters/male_npc/hazmat/dvisor_s.tga
	}
	
	{
	if ( parm7 == 0 )
	        blend gl_dst_alpha, gl_one  
		cubeMap		env/bland
		texgen		reflect
		maskalpha 
	}
	
	

}

models/characters/male_npc/hazmat/dhazmat
{
        noselfShadow
		  clamp
		unsmoothedTangents
		flesh
		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 + 1.5 * (time - parm7)
	}
	

 				diffusemap	  models/characters/male_npc/hazmat/dhazmat.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/dhazmat_h.tga, 2 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/hazmat/dhazmat_s.tga
}






models/characters/male_npc/hazmat/hazmat
{
        noselfShadow
		  clamp
		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)
	}
		forceOverlays
	renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2   models/characters/male_npc/hazmat/hazmat_local.tga models/characters/male_npc/hazmat/hazmat_hi.lwo


	

 				diffusemap	  models/characters/male_npc/hazmat/hazmat.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/hazmat_h.tga, 2 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/hazmat/hazmat_s.tga
}




models/characters/male_npc/marine/stump
{
        noselfShadow
		  clamp
		//unsmoothedTangents
	forceOverlays
	flesh


	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/male_npc/marine/stump_local.tga models/characters/male_npc/marine/stump_hi.lwo

	{
		if ( parm6 == 1 ) 
		blend		diffusemap	
		map			models/characters/male_npc/marine/stump.tga
		alphaTest	0.5 + 0.5 * sintable [ time * .2  ]
	}
	{
		if ( parm6 == 0 ) 
		blend		diffusemap	
		map			models/characters/male_npc/marine/stump.tga
		alphaTest	0
	}
 				

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/marine/stump_local.tga, heightmap(models/characters/male_npc/marine/stump_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/marine/stump_s.tga
}


models/characters/scientist/head05/head05a
{
        noselfShadow
		  clamp
		//unsmoothedTangents
		flesh
		forceOverlays
	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head05/head05a_local.tga models/characters/scientist/head05/head05a_hi.lwo


 				diffusemap	  models/characters/scientist/head05/head05a.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/scientist/head05/head05a_local.tga, heightmap(models/characters/scientist/head05/head05a_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/scientist/head05/head05a_s.tga
}


models/characters/male_npc/security/dsecurity
{
        noselfShadow
		  clamp
		unsmoothedTangents
		flesh
		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 + 1.5 * (time - parm7)
	}


 		diffusemap	  models/characters/male_npc/security/dsecurity.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/security/security_local.tga, heightmap(models/characters/male_npc/security/security_h.tga, 5 ) )
 		  
     	}
        specularmap	models/characters/male_npc/security/dsecurity_s.tga
}



models/characters/male_npc/soldier/dsoldier
{
        noselfShadow
		 clamp
		unsmoothedTangents
		flesh
		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 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo


 				diffusemap	  models/characters/male_npc/soldier/dsoldier.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/dsoldier_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/soldier/dsoldier_s.tga
}

models/characters/male_npc/marine/h_mp1
{
       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/marine/h_mp1.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine/h_mp2
{
       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/marine/h_mp2.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine/h_mp3
{
       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/marine/h_mp3.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine/h_mp4
{
       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/marine/h_mp4.tga
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine/mp1
{
       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/marine/mp1.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/marine/mp2
{
       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/marine/mp2.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/marine/mp3
{
       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/marine/mp3.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/marine/mp4
{
       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/marine/mp4.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/marine/dmarine
{
        noselfShadow
		unsmoothedTangents
		clamp
		forceOverlays
		flesh
		collision


 	diffusemap	  models/characters/male_npc/marine/dmarine.tga

	{	// 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 bumpmap
          map  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/dmarine_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/marine/dmarine_s.tga
}



//////////////////////////////////
//				//
//	OLD MARINE SUIT		//
//				//
//////////////////////////////////

//models/characters/male_npc/marine/marine
//{
//       noSelfShadow
//		unsmoothedTangents
//		flesh
//		forceOverlays
//		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
//		
//		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
//		alphaTest 0.05 + 1.7 * (time - parm7)
//	}
//
//	renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
//		
//        diffusemap	  models/characters/male_npc/marine/marine.tga
//	bumpmap		  addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 3 ) )
//        specularmap	  models/characters/male_npc/marine/marine_s.tga			
//}



//////////////////////////////////
//				//
//	NEW MARINE SUIT		//
//				//
//////////////////////////////////


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

	renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
		
        diffusemap	  models/characters/male_npc/marine/marine_new.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/marine_new_s.tga
	

		
}

models/characters/male_npc/marine/marine2
{
       noSelfShadow
		unsmoothedTangents
		flesh
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
        diffusemap	  models/characters/male_npc/marine/marine.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/marine_s.tga
}


models/characters/male_npc/security/gog
{
	translucent
	//twosided
	metal
	noshadows
	noselfShadow
renderbump  -size 256 128 -trace 1.1 -colorMap -aa 2  models/characters/male_npc/security/gog_local.tga models/characters/male_npc/security/gog_hi.lwo

	{
		blend	add
		map models/characters/male_npc/security/gog.tga
		alphaTest 0.5
	}
	specularmap	models/characters/male_npc/security/gog_s.tga
	bumpmap	models/characters/male_npc/security/gog_local.tga
	{
	  blend add   // gl_dst_alpha , gl_one_minus_dst_alpha
		cubeMap		env/bland
		texgen		reflect
	}	

}



models/characters/male_npc/security/dgog
{
	translucent
	//twosided
	noshadows
	noselfShadow
	metal
	renderbump  -size 256 128 -trace 1.1 -colorMap -aa 2  models/characters/male_npc/security/gog_local.tga models/characters/male_npc/security/gog_hi.lwo

	{
		blend	add
		map models/characters/male_npc/security/dgog.tga
		alphaTest 0.5
	}
	specularmap	models/characters/male_npc/security/dgog_s.tga
	bumpmap	models/characters/male_npc/security/gog_local.tga
	{
	  blend add   // gl_dst_alpha , gl_one_minus_dst_alpha
		cubeMap		env/bland
		texgen		reflect
	}	

}

models/characters/male_npc/security/security
{
        noselfShadow
		  //noShadows
		unsmoothedTangents
		clamp
		flesh
		forceOverlays
		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
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 0.05 + 2 * (time - parm7)
	}



	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/security/security_local.tga models/characters/male_npc/security/security_hi.lwo


 				diffusemap	  models/characters/male_npc/security/security.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/security/security_local.tga, heightmap(models/characters/male_npc/security/security_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/security/security_s.tga
}

models/characters/sarge2/w_helmet

{
    noselfShadow
	unsmoothedTangents
	forceOverlays
	clamp
	metal
	renderbump  -size 512 512 -aa 2  models/characters/sarge2/w_helmet_local.tga models/characters/sarge2/w_helmet_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)
	}


   	{ 	
		blend diffusemap	
		map  models/characters/sarge2/helmet.tga
	} 
			bumpmap			models/characters/sarge2/w_helmet_local.tga
           specularmap		models/characters/sarge2/helmet_s.tga
}



models/characters/sarge2/helmet
{
    noselfShadow
	unsmoothedTangents
	collision
	forceOverlays
	clamp
	metal

	renderbump  -size 512 512 -aa 2  models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_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)
	}



	{ 	
		blend diffusemap	
		map  models/characters/sarge2/helmet.tga
		//alphaTest parm6
	} 
	
			bumpmap			models/characters/sarge2/helmet_local.tga
           specularmap		models/characters/sarge2/helmet_s.tga
}



models/characters/sarge2/sarge
{
       noselfShadow
	   unsmoothedTangents
		clamp
	renderbump  -size 1024 1024 -aa 2  models/characters/sarge2/sarge_local.tga models/characters/sarge2/sarge_hi.lwo



        	diffusemap	models/characters/sarge2/sarge.tga
	bumpmap		addnormals(models/characters/sarge2/sarge_local.tga, heightmap(models/characters/sarge2/sarge_h.tga, 5 ) )
                  specularmap	models/characters/sarge2/sarge_s.tga
}


//models/characters/swann/lense
//{
//	translucent
//	noshadows
//    noselfshadow
//
//
//	{
//		Blend gl_zero, gl_one_minus_src_color
//		map models/characters/swann/lense.tga
//	
//	}	
//
//}


//////////////////////////
//			//
//	New Swann Lense	//
//			//
//////////////////////////


models/characters/swann/lense
{
	translucent
	noshadows
    	noselfshadow
	forceOverlays
	twosided		
	
	{
		blend bumpmap	
		map models/characters/swann/lense_local.tga
	}

	{
		blend gl_zero, gl_one_minus_src_color
		map models/characters/swann/lense_new.tga	
	}


	{	
		maskcolor				
	    	map	makealpha (models/characters/swann/lense_alpha.tga)
	}
	
	{
	   	blend gl_dst_alpha, gl_one
	    	maskalpha
       		cubeMap		env/gen1
        	texgen		reflect
	}			
}



models/characters/campbell/dcampbell
{
        noselfShadow
		  clamp
		//unsmoothedTangents
		flesh
		forceOverlays

	renderbump  -size 512 512  -trace 0.05 -colorMap -aa 2   models/characters/campbell/campbell_local.tga models/characters/campbell/campbell_hi.lwo

		{
			blend diffusemap
 			map	  models/characters/campbell/dcampbell.tga
			clamp
		}

		{
 		  blend bumpmap
          map  addnormals(models/characters/campbell/campbell_local.tga, heightmap(models/characters/campbell/dcampbell_h.tga, 3 ) )
 		  
     	}
		
                  specularmap	models/characters/campbell/dcampbell_s.tga
}






//models/characters/campbell/campbell
//{
//        noselfShadow
//		  clamp
//		//unsmoothedTangents
//		flesh
//		forceOverlays
//	renderbump  -size 512 512  -trace 0.05 -colorMap -aa 2   models/characters/campbell/campbell_local.tga models/characters/campbell/zcampbell_hi.lwo
//
//		{
//			blend diffusemap
//			map	  models/characters/campbell/campbell.tga
//			clamp
//		}
//
//		{
// 		  blend bumpmap
//          map  addnormals(models/characters/campbell/campbell_local.tga, heightmap(models/characters/campbell/campbell_h.tga, 3 ) )
// 		  
//     	}
//		
//                  specularmap	models/characters/campbell/campbell_s.tga
//}


//////////////////////////////////
//				//
//	New 512 Campbell	//
//				//
//////////////////////////////////


models/characters/campbell/campbell
{
        noselfShadow
	clamp
	flesh
	forceOverlays

	renderbump  -size 512 512  -trace 0.05 -colorMap -aa 2   models/characters/campbell/campbell_512_local.tga models/characters/campbell/campbell_hi.lwo

	{
		blend diffusemap
		map	  models/characters/campbell/campbell_512.tga
		clamp
	}

	{
		blend bumpmap
		map  addnormals(models/characters/campbell/campbell_512_local.tga, heightmap(models/characters/campbell/campbell_512_h.tga, 2 ) ) 		  
     	}
		

	{
		blend specularmap
		map	models/characters/campbell/campbell_512_s.tga
		red 0.5
		green 0.5
		blue 0.5
	}

}



models/characters/betruger/betruger
{
	noselfShadow
	clamp
	flesh
	renderbump  -size 512 512  -trace 0.05 -colorMap -aa 2   models/characters/betruger/betruger_local.tga models/characters/betruger/zbetruger_hi.lwo

                
		
		{
			blend diffusemap
			map	  models/characters/betruger/betruger_new.tga
			clamp
		}

		{
 		  	blend bumpmap
			map  addnormals(models/characters/betruger/betrugerb_new_local.tga, heightmap(models/characters/betruger/betruger_new_h.tga, 2 ) )  
     		}

		{
			blend specularmap
			map	models/characters/betruger/betruger_new_s.tga
			red 0.5
			green 0.5
			blue 0.5
		}
				
}


//////////////////////////
//			//
//	Old Dead Swann	//
//			//
//////////////////////////

//models/characters/swann/dswann
//{
//        noselfShadow
//		  clamp
//		//unsmoothedTangents
//		flesh
//		forceOverlays
//	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/swann/swann_local.tga models/characters/swann/swann_hi.lwo
//
//		{
//			blend diffusemap
//			map	  models/characters/swann/dswann.tga
//			clamp
//		}
//
//		{
//		  blend bumpmap
//          map  addnormals(models/characters/swann/swann_local.tga, heightmap(models/characters/swann/dswann_h.tga, 4 ) )
// 		  
//     	}
//		
//                  specularmap	models/characters/swann/dswann_s.tga
//}





//////////////////////////
//			//
//	New Dead Swann	//
//			//
//////////////////////////

models/characters/swann/dswann
{
        noselfShadow
	clamp
	flesh
	forceOverlays
	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/swann/swann_local.tga models/characters/swann/swann_hi.lwo

	{
		blend diffusemap
 		map	  models/characters/swann/dswann_512.tga
		clamp
	}

	{
		blend bumpmap
		map  addnormals(models/characters/swann/dswann_512_local.tga, heightmap(models/characters/swann/dswann_512_h.tga, 1 ) )
 		  
     	}

	{
		blend specularmap
		map	models/characters/swann/dswann_512_s.tga
		red 0.8
		green 0.8
		blue 0.8
	}


	{	
		maskcolor				
	   	map	makealpha(models/characters/swann/dswann_512_e.tga)
	}


	{
	    	blend gl_dst_alpha, gl_one
	    	maskalpha
       		cubeMap		env/gen1
		red	.2
		green	.2
		blue	.2
        	texgen		reflect
	}
}


//////////////////////////
//			//
//	Old Swann	//
//			//
//////////////////////////


//models/characters/swann/swann
//{
//        noselfShadow
//	clamp
//	//unsmoothedTangents
//	flesh
//	forceOverlays
//	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/swann/swann_local.tga models/characters/swann/zswann_hi.lwo
//
//	{
//		blend diffusemap
//		map	  models/characters/swann/swann.tga
//		clamp
//	}
//
//	{
//		blend bumpmap
//		map  addnormals(models/characters/swann/swann_local.tga, heightmap(models/characters/swann/swann_h.tga, 4 ) )
// 		  
//     	}
//		
//		specularmap	models/characters/swann/swann_s.tga
//}




//////////////////////////
//			//
//	New Swann 512	//
//			//
//////////////////////////


models/characters/swann/swann
{
        noselfShadow
	clamp
	//unsmoothedTangents
	flesh
	forceOverlays
	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/swann/swann_local.tga models/characters/swann/zswann_hi.lwo

	{
		blend diffusemap
		map	  models/characters/swann/swann_new_512.tga
		clamp
	}

	{
		blend bumpmap
		map  addnormals(models/characters/swann/swann_new_512_local.tga, heightmap(models/characters/swann/swann_new_512_h.tga, 1 ) )
 		  
     	}

	{
		blend specularmap
		map	models/characters/swann/swann_new_512_s.tga
		red 0.6
		green 0.6
		blue 0.6
	}
}




models/characters/sarge2/cigar
{
        noselfShadow
	renderbump  -size 128 128 -aa 4  models/characters/sarge2/cigar_local.tga models/characters/sarge2/cigar_hi.lwo



        	diffusemap	models/characters/sarge2/cigar.tga
	bumpmap		addnormals(models/characters/sarge2/cigar_local.tga, heightmap(models/characters/sarge2/cigar_h.tga, 5 ) )
		{
 		  blend add
          map  models/characters/sarge2/cigar_fx.tga
		  rgb		eyestable[ time * .1 ]
     	}
                  
}

models/characters/sarge2/cigar2
{
        noselfShadow
	renderbump  -size 128 128 -aa 4  models/characters/sarge2/cigar_local.tga models/characters/sarge2/cigar_hi.lwo



        	diffusemap	models/characters/sarge2/cigar.tga
	bumpmap		addnormals(models/characters/sarge2/cigar_local.tga, heightmap(models/characters/sarge2/cigar_h.tga, 5 ) )
		{
 		  blend add
          map  models/characters/sarge2/cigar_fx.tga
		  rgb		eyestable[ time * .1 ]
     	}
                  
}


models/characters/scientist/head06/head06
{
        noselfShadow
		  clamp
		//unsmoothedTangents
		flesh
		forceOverlays
	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head06/head06_local.tga models/characters/scientist/head06/head06_hi.lwo

		{
			blend diffusemap
 			map	  models/characters/scientist/head06/head06.tga
			clamp
		}

		{
 		  blend bumpmap
          map  addnormals(models/characters/scientist/head06/head06_local.tga, heightmap(models/characters/scientist/head06/head06_h.tga, 4 ) )
 		  
     	}
		
                  specularmap	models/characters/scientist/head06/head06_s.tga
}


models/characters/scientist/head05/head05
{
        noselfShadow
		  clamp
		//unsmoothedTangents
		flesh
		forceOverlays
	renderbump  -size 512 512  -trace 0.07 -colorMap -aa 2   models/characters/scientist/head05/head05_local.tga models/characters/scientist/head05/head05_hi.lwo


 				diffusemap	  models/characters/scientist/head05/head05.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/scientist/head05/head05_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 3 ) )
 		  
     	}
		
                  specularmap	models/characters/scientist/head05/head05_s.tga
}

models/characters/scientist/head05/head05b
{
        noselfShadow
		  clamp
		unsmoothedTangents
		flesh
		forceOverlays
	renderbump  -size 256 256  models/characters/scientist/head05/head05b_local.tga models/characters/scientist/head05/head05_hi.lwo


 				diffusemap	  models/characters/scientist/head05/head05b.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/scientist/head05/head05b_local.tga, heightmap(models/characters/scientist/head05/head05_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/scientist/head05/head05_s.tga
}



//////////////////////////  
//			//
//	Old Dead Suit	//
//			//
//////////////////////////


//models/characters/male_npc/suit/dsuit
//{
//
//        noselfShadow
//		clamp
//		unsmoothedTangents
//		flesh
//		forceOverlays
//
// 				diffusemap	  models/characters/male_npc/suit/dsuit.tga
//{	// 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 bumpmap
//          map  addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/dsuit_h.tga, 5 ) )
// 		  
//     	}
//		
//                  specularmap	models/characters/male_npc/suit/dsuit_s.tga
//}


//////////////////////////  
//			//
//	New Dead Suit	//
//			//
//////////////////////////


models/characters/male_npc/suit/dsuit
{

        noselfShadow
	clamp
	unsmoothedTangents
	flesh
	forceOverlays


	{
		if	parm7			
		blend	gl_zero, gl_one			
		noclamp map models/monsters/spectre/global_dis.tga
		alphaTest 0.05 + 1.7 * (time - parm7)
	}

	 	diffusemap	  models/characters/male_npc/suit/dsuit_new.tga


	{
		blend bumpmap
          	map  addnormals(models/characters/male_npc/suit/dsuit_new_local.tga, heightmap(models/characters/male_npc/suit/dsuit_new_h.tga, 3 ) )
 		  
     	}
		
		specularmap	models/characters/male_npc/suit/dsuit_new_s.tga
}

//////////////////////////  
//			//
//	Old Suit	//
//			//
//////////////////////////


//models/characters/male_npc/suit/suit
//{
//        noselfShadow
//		clamp
//		unsmoothedTangents
//		flesh
//		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 + 2 * (time - parm7)
//	}
//
//
//	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/suit/suit_local.tga models/characters/male_npc/suit/suit_hi.lwo
//
//
// 				diffusemap	  models/characters/male_npc/suit/suit.tga
//
//		{
// 		  blend bumpmap
//          map  addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/suit_h.tga, 5 ) )
// 		  
//     	}
//		
//                  specularmap	models/characters/male_npc/suit/suit_s.tga
//}

//////////////////////////  
//			//
//	New Suit	//
//			//
//////////////////////////


models/characters/male_npc/suit/suit
{
        noselfShadow
	clamp
	unsmoothedTangents
	flesh
	forceOverlays




	{	// burning corpse effect
		if	parm7			
		blend	gl_zero, gl_one				
		noclamp map models/monsters/spectre/global_dis.tga	
		alphaTest 0.05 + 2 * (time - parm7)
	}


		renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/suit/suit_local.tga models/characters/male_npc/suit/suit_hi.lwo
		diffusemap	  models/characters/male_npc/suit/suit_new.tga

	{
 		blend bumpmap
          	map  addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/suit_new_h.tga, 3 ) )	  
     	}
		
		specularmap	models/characters/male_npc/suit/suit_new_s.tga
}



models/characters/male_npc/suit/suit2
{
        noselfShadow
		clamp
		unsmoothedTangents
		flesh
		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 + 2 * (time - parm7)
	}


	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/suit/suit_local.tga models/characters/male_npc/suit/suit_hi.lwo


 				diffusemap	  models/characters/male_npc/suit/suit2.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/suit/suit_local.tga, heightmap(models/characters/male_npc/suit/suit2_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/suit/suit2_s.tga
}



//////////////////////////////////
//				//
//	Old Soldier Uniform	//
//				//
//////////////////////////////////



//	models/characters/male_npc/soldier/soldier
//	{
//	        noselfShadow
//		clamp
//		unsmoothedTangents
//		flesh
//		forceOverlays
//	
//	
//		{	
//			if	parm7			
//			blend	gl_zero, gl_one				
//			noclamp map models/monsters/spectre/global_dis.tga	
//			alphaTest 0.05 + 2 * (time - parm7)
//		}
//	
//		
//		renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
//		diffusemap	  models/characters/male_npc/soldier/soldier.tga
//	
//		{
//	 		  blend bumpmap
//	          	map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_h.tga, 5 ) )
//	 		  
//	     	}
//			
//	                  specularmap	models/characters/male_npc/soldier/soldier_s.tga
//	}






//////////////////////////////////
//				//
//	New Soldier Uniform	//
//				//
//////////////////////////////////



models/characters/male_npc/soldier/soldier
{
        noselfShadow
	clamp
	unsmoothedTangents
	flesh
	forceOverlays


	{	
		if	parm7			
		blend	gl_zero, gl_one				
		noclamp map models/monsters/spectre/global_dis.tga	
		alphaTest 0.05 + 2 * (time - parm7)
	}

	
		renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
		diffusemap	  models/characters/male_npc/soldier/soldier_new.tga

	
	{
		blend bumpmap
		map  addnormals(models/characters/male_npc/soldier/soldier_new_local.tga, heightmap(models/characters/male_npc/soldier/soldier_new_h.tga, 1 ) )
 		  
     	}
		
	{
		blend	specularmap	
		map	models/characters/male_npc/soldier/soldier_new_s.tga
		red	.3
		green	.3	
		blue	.3
	}



}







models/characters/male_npc/soldier/soldier_b
{  
        noselfShadow
		clamp
		unsmoothedTangents
		flesh
		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 + 2 * (time - parm7)
	}

	

 				diffusemap	  models/characters/male_npc/soldier/soldier_b.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_b_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/soldier/soldier_b_s.tga
}


models/characters/male_npc/soldier/soldier_a
{
        noselfShadow
		clamp
		unsmoothedTangents
		flesh
		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 + 2 * (time - parm7)
	}

 				diffusemap	  models/characters/male_npc/soldier/soldier_a.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/soldier/soldier_s.tga
}



models/characters/male_npc/labcoat/labcoat
{
        noselfShadow
	clamp
	unsmoothedTangents
	flesh
	forceOverlays


	renderbump  -size 512 512 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/labcoat/labcoat_local.tga models/characters/male_npc/labcoat/labcoat_hi.lwo

	{	
		if	parm7			
		blend	gl_zero, gl_one		
		map 	models/monsters/spectre/global_dis.tga	
		alphaTest 0.05 + 2 * (time - parm7)
	}


		diffusemap	  models/characters/male_npc/labcoat/labcoat_new.tga

	{
 		blend	bumpmap
		map	addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/labcoat_new_h.tga, 3 ) )
 		  
     	}
		

		specularmap	models/characters/male_npc/labcoat/labcoat_new_s.tga
}

models/characters/male_npc/labcoat/dlabcoat
{
        noselfShadow
		clamp
	    unsmoothedTangents
		flesh
		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 + 2 * (time - parm7)
	}


 				diffusemap	  models/characters/male_npc/labcoat/dlabcoat.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/dlabcoat_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/labcoat/dlabcoat_s.tga
}


models/characters/male_npc/jumpsuit/djumpsuit
{
        noselfShadow
		 clamp
		//unsmoothedTangents
		flesh
		forceOverlays

		
	diffusemap	  models/characters/male_npc/jumpsuit/djumpsuit.tga
	{	// 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 bumpmap
          map  addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/djumpsuit_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/male_npc/jumpsuit/djumpsuit_s.tga
}


models/characters/male_npc/jumpsuit/jumpsuit
{
        noselfShadow
		  clamp
		//unsmoothedTangents
		flesh
		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 + 2 * (time - parm7)
	}



	renderbump  -size 1024 1024 -trace 0.03 -colorMap -aa 2  models/characters/male_npc/jumpsuit/jumpsuit_local.tga models/characters/male_npc/jumpsuit/jumpsuit_hi.lwo


 				diffusemap	  models/characters/male_npc/jumpsuit/jumpsuit.tga

		{
 		  blend bumpmap
          map  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/characters/scientist/clipboard
{
    noselfShadow
	renderbump  -size 256 256 -trace 0.07 -colorMap models/characters/scientist/clipboard_local.tga models/characters/scientist/clipboard_hi.lwo



        	diffusemap		models/characters/scientist/clipboard.tga
			bumpmap			models/characters/scientist/clipboard_local.tga
           specularmap		models/characters/scientist/clipboard_s.tga
}

models/characters/player/helmet
{

   clamp
        	diffusemap		models/characters/player/helmet.tga
			bumpmap			models/characters/sarge2/helmet_local.tga
           specularmap		models/characters/player/helmet_s.tga
}

models/characters/player/body
{
        noselfShadow
		clamp
		collision	
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/body.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}

models/characters/player/body2
{
        noselfShadow
		noShadows
		clamp
		collision	
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/body.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}

models/characters/player/bodyred
{
        noselfShadow
		noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/bodyred.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}

models/characters/player/bodyblue
{
        noselfShadow
		noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/bodyblue.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}


models/characters/player/arm1
{
        noselfShadow
		noShadows
		clamp
		//unsmoothedTangents
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/arm1_local.tga models/characters/player/arm1_hi.lwo



          diffusemap	models/characters/player/arm1.tga
		{
 		  blend bumpmap
          map  addnormals(models/characters/player/arm1_local.tga, heightmap(models/characters/player/arm1_h.tga, 5 ) )
 		  
     	}
          specularmap	models/characters/player/arm1_s.tga
}

models/characters/player/arm2
{
        noselfShadow
		noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.1 -colorMap   models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo



        	diffusemap	models/characters/player/arm2.tga
		{
 		  blend bumpmap
          map  addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
 		  
     	}
                  specularmap	models/characters/player/arm2_s.tga
}

models/characters/player/arm2_invis
{
	noselfShadow
	noShadows
	renderbump  -size 1024 2048 -trace 0.1 -colorMap   models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo

	translucent
	clamp
	{
		blend bumpmap
		map  addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
	}
	{
		blend specularmap
		map	models/invis_s.tga
		translate	time * 0 , time * 0.6
	}
}



//////////////////////////////////
//				//
//	Old Player Head		//
//				//
//////////////////////////////////


//models/characters/player/playerhead
//{
//        noselfShadow
//		noOverlays
//		clamp
//	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/playerhead_local.tga models/characters/player/playerhead_hi.lwo
//
//
//
//        	//diffusemap	 models/characters/player/playerhead.tga
//		{
// 		  blend diffusemap
//          map  models/characters/player/playerhead.tga
// 		  
//		 
//     	}
//		{
// 		  blend bumpmap
//          map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 3 ) )
// 		  
//     	}	
//         specularmap	 models/characters/player/playerhead_s.tga
//}


//////////////////////////////////
//				//
//	New Player Head		//
//				//
//////////////////////////////////


models/characters/player/playerhead
{
        noselfShadow
	noOverlays
	flesh
	clamp
	twosided


	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/playerhead_512_local.tga models/characters/player/playerhead_hi.lwo

	{
 		blend diffusemap
          	map  models/characters/player/playerhead_512.tga
     	}
	

	{
		blend bumpmap
		map  addnormals(models/characters/player/playerhead_512_local.tga, heightmap(models/characters/player/playerhead_512_h.tga, 1 ) )	  
     	}	
		
	{	
		blend	specularmap	 
		map	models/characters/player/playerhead_512_s.tga
		red	.4
		green	.4
		blue	.4
	}


}




models/characters/player/coophead
{
        noselfShadow
		noOverlays
		clamp
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/coophead_local.tga models/characters/player/coophead_hi.lwo


		{
	  blend diffusemap
          map  models/characters/player/coophead.tga
 		  
		 
     	}
		{
 		  blend bumpmap
          map  addnormals(models/characters/player/coophead_local.tga, heightmap(models/characters/player/coophead_h.tga, 3 ) )
 		  
     	}	
          specularmap	 models/characters/player/coophead_s.tga
}



models/characters/player/bodycin
{
        //noselfShadow
		//noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/body.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}

models/characters/player/body2cin
{
        //noselfShadow
		//noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/body.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}

models/characters/player/bodyredcin
{
        //noselfShadow
		//noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/bodyred.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}

models/characters/player/bodybluecin
{
        //noselfShadow
		//noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/body_local.tga models/characters/player/body_hi.lwo


 				diffusemap	  models/characters/player/bodyblue.tga

		{
 		  blend bumpmap
          map  addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) )
 		  
     	}
		
                  specularmap	models/characters/player/body_s.tga
}


models/characters/player/arm1cin
{
        //noselfShadow
		//noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.03 -colorMap -aa 2  models/characters/player/arm1_local.tga models/characters/player/arm1_hi.lwo



        	diffusemap	models/characters/player/arm1.tga
		{
 		  blend bumpmap
          map  addnormals(models/characters/player/arm1_local.tga, heightmap(models/characters/player/arm1_h.tga, 5 ) )
 		  
     	}
                  specularmap	models/characters/player/arm1_s.tga
}

models/characters/player/arm2cin
{
        //noselfShadow
		//noShadows
		clamp
	renderbump  -size 1024 2048 -trace 0.02 -colorMap   models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo



        	diffusemap	models/characters/player/arm2.tga
		{
 		  blend bumpmap
          map  addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) )
 		  
     	}
                  specularmap	models/characters/player/arm2_s.tga
}

models/characters/player/playerheadcin
{
        //noselfShadow
		noOverlays
		clamp
	renderbump  -size 512 512 -trace 0.07 -colorMap -aa 2  models/characters/player/playerhead_local.tga models/characters/player/playerhead_hi.lwo



        	diffusemap	 models/characters/player/playerhead.tga
		{
 		  blend bumpmap
          map  addnormals(models/characters/player/playerhead_local.tga, heightmap(models/characters/player/playerhead_h.tga, 5 ) )
 		  
     	}	
          specularmap	 models/characters/player/playerhead_s.tga
}

models/characters/sarge2/arm2new
{
        noselfShadow
	clamp
	renderbump  -size 512 512 -aa 2 -trace 0.02 models/characters/sarge2/arm2new_local.tga models/characters/sarge2/arm2new_hi.lwo



        	diffusemap	models/characters/sarge2/arm1new.tga
	bumpmap		addnormals(models/characters/sarge2/arm2new2_local.tga, heightmap(models/characters/sarge2/arm1new_h.tga, 5 ) )
                  specularmap	models/characters/sarge2/arm1new_s.tga
}



models/characters/sarge2/arm1new
{
        noselfShadow
	clamp
	renderbump  -size 512 512 -aa 2  models/characters/sarge2/arm1new_local.tga models/characters/sarge2/arm1new_hi.lwo



        	diffusemap	models/characters/sarge2/arm1new.tga
	bumpmap		addnormals(models/characters/sarge2/arm2new2_local.tga, heightmap(models/characters/sarge2/arm1new_h.tga, 5 ) )
                  specularmap	models/characters/sarge2/arm1new_s.tga
}



models/johnc/stest
{
    noselfShadow
	clamp
	renderbump  -size 256 256 -trace 0.07 -colorMap models/johnc/stest_local.tga models/johnc/stest_hi.lwo



        	diffusemap		models/johnc/stest.tga
			bumpmap			models/johnc/stest_local.tga
           specularmap		models/johnc/stest_s.tga
}


models/characters/sarge2/pwac
{
    noselfShadow
	renderbump  -size 512 512 -aa 2  models/characters/sarge2/pwac_local.tga models/characters/sarge2/pwac_hi.lwo



        	diffusemap		models/characters/sarge2/pwac.tga
			bumpmap			models/characters/sarge2/pwac_local.tga
           specularmap		models/characters/sarge2/pwac_s.tga
}



models/characters/sarge2/arm2
{
        noselfShadow
	clamp
	renderbump  -size 512 512 -aa 2  models/characters/sarge2/arm2_local.tga models/characters/sarge2/arm2_hi.lwo



        	diffusemap	models/characters/sarge2/arm1.tga
	bumpmap		addnormals(models/characters/sarge2/arm1_local.tga, heightmap(models/characters/sarge2/arm1_h.tga, 5 ) )
                  specularmap	models/characters/sarge2/arm1_s.tga
}
models/characters/sarge2/arm1
{
        noselfShadow
	clamp
	renderbump  -size 512 512 -aa 2  models/characters/sarge2/arm1_local.tga models/characters/sarge2/arm1_hi.lwo



        	diffusemap	models/characters/sarge2/arm1.tga
	bumpmap		addnormals(models/characters/sarge2/arm1_local.tga, heightmap(models/characters/sarge2/arm1_h.tga, 5 ) )
                  specularmap	models/characters/sarge2/arm1_s.tga
}

//////////////////////////
//			//
//	OLD SARGE	//
//			//
//////////////////////////


//models/characters/sarge2/hsarge
//{
//        noselfShadow
//	clamp
//		flesh
//		forceOverlays
//	renderbump  -size 512 512 -aa 2  models/characters/sarge2/hsarge_local.tga models/characters/sarge2/hsarge_hi.lwo
//
//
//
//        	diffusemap	models/characters/sarge2/hsarge.tga
//	bumpmap		addnormals(models/characters/sarge2/hsarge_local.tga, heightmap(models/characters/sarge2/hsarge_h.tga, 3 ) )
//                  specularmap	models/characters/sarge2/hsarge_s.tga
//}


//////////////////////////
//			//
//	NEW SARGE	//
//			//
//////////////////////////

models/characters/sarge2/hsarge
{
        noselfShadow
	clamp
	flesh
	forceOverlays
	renderbump  -size 512 512 -aa 2  models/characters/sarge2/hsarge__512_local.tga models/characters/sarge2/hsarge_hi.lwo



        	diffusemap	models/characters/sarge2/hsarge_512.tga
		bumpmap		addnormals(models/characters/sarge2/hsarge_512_local.tga, heightmap(models/characters/sarge2/hsarge_512_h.tga, 2 ) )
		
	{
		blend	specularmap	
		map	models/characters/sarge2/hsarge_512_s.tga
		red	.5
		green	.5
		blue	.5
	}
}

models/characters/scientist/head04/head04
{
        noselfShadow
	clamp
		flesh
		forceOverlays
	renderbump  -size 512 512 -aa 2  models/characters/scientist/head04/head04_local.tga models/characters/scientist/head04/head04_hi.ase



        	diffusemap	models/characters/scientist/head04/head04.tga
	bumpmap		addnormals(models/characters/scientist/head04/head04_local.tga, heightmap(models/characters/scientist/head04/head04_h.tga, 5 ) )
                  specularmap	models/characters/scientist/head04/head04_s.tga
}



models/characters/scientist/fhead02/fhead02
{
        noselfShadow
	clamp
		flesh
		forceOverlays
	renderbump  -size 512 512 -aa 2  models/characters/scientist/fhead02/fhead02_local.tga models/characters/scientist/fhead02/fhead02_hi.ase



        	diffusemap	models/characters/scientist/fhead02/fhead02.tga
	bumpmap		addnormals(models/characters/scientist/fhead02/fhead02_local.tga, heightmap(models/characters/scientist/fhead02/fhead02_h.tga, 5 ) )
                  specularmap	models/characters/scientist/fhead02/fhead02_s.tga
}



models/characters/scientist/fhead01/fhair
{
        noselfShadow

        	
		{       
      			 blend	diffusemap
			 map	models/characters/scientist/fhead01/fhair.tga
			 alphaTest 0.3
		}	
	specularmap	models/characters/scientist/fhead01/fhair_s.tga

}



models/characters/scientist/fhead01/lashes
{
	translucent
	twosided
	nonsolid
	noimpact
	noshadows
	noselfshadow

	{
		blend filter
		map models/characters/scientist/fhead01/lashes.tga
	}	
}



models/characters/scientist/fhead01/fhead01
{
        noselfShadow
	clamp
		flesh
		forceOverlays
	renderbump  -size 512 512 -aa 2  models/characters/scientist/fhead01/fhead01_local.tga models/characters/scientist/fhead01/fhead01_hi.ase



        	diffusemap	models/characters/scientist/fhead01/fhead01.tga
	bumpmap		addnormals(models/characters/scientist/fhead01/fhead01_local.tga, heightmap(models/characters/scientist/fhead01/fhead01_h.tga, 5 ) )
                  specularmap	models/characters/scientist/fhead01/fhead01_s.tga
}



models/characters/scientist/head03/r_hair2
{
        noselfShadow
        	
		{       
      			 blend	diffusemap
			 map	models/characters/scientist/head03/r_hair2.tga
			 alphaTest 0.9
		}	

}



models/characters/scientist/head03/r_hair
{
        noselfShadow
        	
		{       
      			 blend	diffusemap
			 map	models/characters/scientist/head03/r_hair.tga
			 alphaTest 0.9
		}	
	 specularmap	models/characters/scientist/head03/r_hair_s.tga

}

models/characters/scientist/head03/dhead03
{
        noselfShadow
	clamp
		flesh
		forceOverlays
        	diffusemap	models/characters/scientist/head03/dhead03.tga
	bumpmap		addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/dhead03_h.tga, 3 ) )
                  specularmap	models/characters/scientist/head03/dhead03_s.tga
}



models/characters/scientist/head03/head03
{
        noselfShadow
	clamp
		flesh
		forceOverlays
	renderbump  -size 512 512 -trace 0.04 -colorMap -aa 2  models/characters/scientist/head03/head03_local.tga models/characters/scientist/head03/head03_hi.lwo

			{
        	blend diffusemap
			map models/characters/scientist/head03/head03.tga
			}
	bumpmap		addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/head03_h.tga, 4 ) )
                  specularmap	models/characters/scientist/head03/head03_s.tga
}



models/characters/scientist/head01/thair
{
	translucent
	twosided
	nonsolid
	noimpact
	noshadows

	{
		blend diffuseMap
		map models/characters/scientist/head01/thair.tga
	}	
}


models/characters/scientist/head02/glasses2_fx
{
	translucent
	twosided
	nonsolid
	noimpact
	noshadows

	{
		blend filter
		map models/characters/scientist/head02/glasses2_fx.tga
	}
//specularmap	models/characters/scientist/head02/glasses2_fx_s.tga
}



models/characters/scientist/head02/glasses2
{
        noselfShadow
	//twosided
	forceoverlays
	renderbump  -size 256 128 -aa 2  models/characters/scientist/head02/glasses2_local.tga models/characters/scientist/head02/glasses2_hi.ase

	
        	
		{       
      			 blend	diffusemap
			 map	models/characters/scientist/head02/glasses2.tga
			 alphaTest 0.4
		}
		bumpmap		models/characters/scientist/head02/glasses2_local.tga
                 	                  specularmap	models/characters/scientist/head02/glasses2_s.tga
	

}

models/characters/scientist/head02/glasses_fx
{
	translucent
	twosided
	nonsolid
	noimpact
	noshadows

	{
		blend filter
		map models/characters/scientist/head02/glasses_fx.tga
	}
 //specularmap	models/characters/scientist/head02/glasses_fx_s.tga
}



models/characters/scientist/head02/glasses
{
        noselfShadow
	noshadows	
	//twosided
	renderbump  -size 256 128 -aa 2  models/characters/scientist/head02/glasses_local.tga models/characters/scientist/head02/glasses_hi.lwo

	
        	
		{       
      			 blend	diffusemap
			 map	models/characters/scientist/head02/glasses.tga
			 alphaTest 0.5
		}
		bumpmap		models/characters/scientist/head02/glasses_local.tga
                 	                  specularmap	models/characters/scientist/head02/glasses_s.tga
	

}

models/characters/scientist/head02/hair
{
	translucent
	twosided
	nonsolid
	noimpact
	noshadows

	{
		blend FILTER
		map models/characters/scientist/head02/hair.tga
	}	
}

models/characters/scientist/head02/oldscihead02
{
        noselfShadow
		clamp
		flesh
		forceOverlays

        	diffusemap	models/characters/scientist/head02/oldscihead02.tga
	bumpmap		addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/scientist/head02/oldscihead02_h.tga, 2 ) )
                  specularmap	models/characters/scientist/head02/oldscihead02_s.tga
}

models/characters/scientist/head02/scihead02
{
        noselfShadow
		clamp
		flesh
		forceOverlays
	renderbump  -size 512 512 -aa 2  models/characters/scientist/head02/scihead02_local.tga models/characters/scientist/head02/sci02_hi.ase


			{
        		blend diffusemap	
				map models/characters/scientist/head02/scihead02.tga
				
			}
			{
        		blend bumpmap		
				map addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/scientist/head02/scihead02_h.tga, 2 ) )
				
			}
                specularmap	models/characters/scientist/head02/scihead02_s.tga
				
}


models/characters/scientist/sci01
{
        noselfShadow
		clamp
		flesh
		forceOverlays
	renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/scientist/sci01_local.tga models/characters/scientist/sci01_hi.lwo


			{
        		blend diffusemap	
				map models/characters/scientist/sci01.tga

			}

			{
        		blend bumpmap		
				map addnormals( models/characters/scientist/sci01_local.tga, heightmap( models/characters/scientist/sci01_h.tga, 4 ) )
			}
        	//diffusemap	models/characters/scientist/sci01.tga
	//bumpmap		addnormals( models/characters/scientist/sci01_local.tga, heightmap( models/characters/scientist/sci01_h.tga, 4 ) )
                  specularmap	models/characters/scientist/sci01_s.tga
}



//models/characters/scientist/head01/scihead01
//{
//        noselfShadow
//		clamp
//		flesh
//		forceOverlays
//	renderbump  -size 512 512 -aa 2 models/characters/scientist/head01/scihead01_local.tga models/characters/scientist/head01/head1_hi.lwo
//
//
//
//        	diffusemap	models/characters/scientist/head01/scihead01.tga
//			{
// 		  blend bumpmap
//          map  addnormals( models/characters/scientist/head01/scihead01_local.tga, heightmap( models/characters/scientist/head01/scihead01_h.tga, 7 ) )
// 		  
//     	}	
//                  specularmap	models/characters/scientist/head01/scihead01_s.tga
//}


models/characters/scientist/head01/scihead01
{
        noselfShadow
		clamp
		flesh
		forceOverlays
		renderbump  -size 512 512 -aa 2 models/characters/scientist/head01/scihead01_local.tga models/characters/scientist/head01/head1_hi.lwo

        	diffusemap	models/characters/scientist/head01/scihead01.tga
	
	{
 		blend bumpmap
		map  addnormals( models/characters/scientist/head01/scihead01_local.tga, heightmap( models/characters/scientist/head01/scihead01_h.tga, 4 ) )
 		  
     	}	
                  
	{
		blend specularmap
		map	models/characters/scientist/head01/scihead01_s.tga
		red 0.4
		green 0.4
		blue 0.4
	}

}




ase/bfgguy
{
//	translucent
//	noshadows
	{
		blend	diffusemap 
		map	ase/bfgguydif.tga
	
//		alphaTest .5 + 0.5 * sintable [ time * .1  ]

	}
	{
		blend bumpmap
		map	ase/hpbfgguy_local.tga
	}
//	{
//		blend	diffusemap	
//		map	ase/bfgguydif.tga
//		rgb 1
//	}
	{
		blend	specularmap
		map	ase/bfgguyspec.tga
	}
	{
		blend gl_one, gl_zero
		maskcolor
		map ase/bfgguydif.tga
	}
//	{
//		blend gl_dst_alpha, gl_one
//		cubeMap env/test
//		rgb sinTable[ time ]
//		texgen reflect
//	}
}

ase/bfgguy_V
{
	diffusemap 		ase/bfgguy_Vdif.tga
	specularmap		ase/girder1spec.tga
	{
		blend gl_one,gl_one
		map ase/bfgguy_vadd.tga
	}
}

models/characters/sarge2/sarm
{
        noSelfShadow
		clamp
        bumpmap		addnormals ( models/characters/sarge2/sarm_local.tga, heightmap ( models/characters/sarge2/sarm_h.tga, 3 ) )
        diffusemap	models/characters/sarge2/sarm.tga
       specularmap	models/characters/sarge2/sarm_s.tga
}

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


models/characters/sarge2/helmet/helmet
{
        noSelfShadow
		clamp
		metal
        bumpmap		models/characters/sarge2/helmet/helmet_hi_local.tga
        diffusemap	models/characters/sarge2/helmet/helmet.tga
       specularmap	models/characters/sarge2/helmet/helmet_s.tga
}


models/characters/uac_marine/uac_marine
{
	clamp
        bumpmap		addnormals( ase/marine_hi_smoothed.tga, heightmap( ase/marine_hi_add.tga, 11 ) )
        diffusemap	ase/marine_df.tga
        specularmap	ase/marine_sp.tga
}





models/characters/male_npc/marine/h_mp2_invis
{
    noselfShadow
	unsmoothedTangents
	collision
	forceOverlays
	translucent
	clamp

/*
	{
		blend diffusemap	
		map models/characters/male_npc/marine/h_mp2.tga
		alphaTest parm6
	}
*/	
			bumpmap			models/characters/sarge2/helmet_local.tga
            specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine/h_mp3_invis
{
    noselfShadow
	unsmoothedTangents
	collision
	forceOverlays
	translucent
		clamp
/*
	{
		blend diffusemap	
		map models/characters/male_npc/marine/h_mp3.tga
		alphaTest parm6
	}
*/	
	bumpmap			models/characters/sarge2/helmet_local.tga
	specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}

models/characters/male_npc/marine/h_mp4_invis
{
    noselfShadow
	unsmoothedTangents
	collision
	forceOverlays
	translucent
		clamp
/*	
	{
		blend diffusemap	
		map models/characters/male_npc/marine/h_mp4.tga
		alphaTest parm6
	}
*/
		bumpmap			models/characters/sarge2/helmet_local.tga
        specularmap		models/characters/male_npc/marine/h_mp1_s.tga
}



models/characters/male_npc/marine/mp4_invis
{
        noselfShadow
		  //noShadows
		unsmoothedTangents
		collision
		forceOverlays
		translucent
		clamp
/*		
 		{

        	blend diffusemap	
			map models/characters/male_npc/marine/mp4.tga
			alphaTest parm6
		}
*/
		{
 		  blend bumpmap
          map  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/marine/mp3_invis
{
        noselfShadow
		  //noShadows
		unsmoothedTangents
		collision
		forceOverlays
		translucent
		clamp
/*		
		{
	       	blend diffusemap	
			map models/characters/male_npc/marine/mp3.tga
			alphaTest parm6
		}
*/
		{
 		  blend bumpmap
          map  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/marine/mp2_invis
{
        noselfShadow
		  //noShadows
		unsmoothedTangents
		collision
		forceOverlays
		translucent
		clamp
/*		
 		{

        	blend diffusemap	
			map models/characters/male_npc/marine/mp2.tga
			alphaTest parm6
		}
*/
		{
 		  blend bumpmap
          map  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/marine/h_mp1_invis
{
	noselfShadow
	unsmoothedTangents
	collision
	forceOverlays
	translucent
		clamp
	bumpmap		models/characters/sarge2/helmet_local.tga
    {
                program         heatHazeWithMaskAndVertex.vfp
                vertexParm              0               0                               // texture scrolling
                vertexParm              1               10                             // magnitude of the distortion
                fragmentMap             0               _currentRender
                fragmentMap     		1          models/characters/sarge2/helmet_local.tga  // the normal map for distortion
               // fragmentMap             2       textures/particles/vpring1_alpha.tga   // the distortion blend map
    }
	{
		blend specularmap
		map	models/invis_s.tga
		translate	time * 0 , time * 0.6
	}
}

models/characters/male_npc/marine/mp1_invis
{
	noselfShadow
	//noShadows
	unsmoothedTangents
	collision
	forceOverlays
	translucent
		clamp
	 {
                program         heatHazeWithMaskAndVertex.vfp
                vertexParm              0               0                               // texture scrolling
                vertexParm              1               10                             // magnitude of the distortion
                fragmentMap             0               _currentRender
                fragmentMap     		1          models/characters/male_npc/marine/marine_local.tga  // the normal map for distortion
               // fragmentMap             2       textures/particles/vpring1_alpha.tga   // the distortion blend map
    }

	{
		blend bumpmap
		map	models/characters/male_npc/marine/marine_local.tga		
	}
	{
		blend specularmap
		map	models/invis_s.tga
		translate	time * 0 , time * 0.6
	}
}
