models/characters/player_character/head/d3xphead_d
{
	renderbump	-size 512 512 -aa 2   models/characters/player_character/head/d3xphead_local.tga models/characters/player_character/head/d3xphead_hi.ase
	unsmoothedTangents
	diffusemap	models/characters/player_character/head/d3xphead_d.tga
	bumpmap	        models/characters/player_character/head/d3xphead_local.tga
	specularmap	models/characters/player_character/head/d3xphead_s.tga
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/player_character/head/n_playerhead
{
	renderbump	-size 512 512 -aa 2   models/characters/player_character/head/n_playerhead_local.tga models/characters/player_character/head/n_playerhead_hi.lwo
	unsmoothedTangents
	diffusemap	models/characters/player_character/head/n_playerhead_d.tga
	bumpmap	addnormals( models/characters/player_character/head/n_playerhead_local.tga, heightmap( models/characters/player_character/head/n_playerhead_h.tga, 4 ) )
	specularmap	models/characters/player_character/head/n_playerhead_s.tga
}

models/characters/player_character/head/d3xp_playerhead
{
	noselfshadow
//	noshadows
	renderbump	-size 256 256 -aa 2 -colormap models/characters/player_character/head/d3xp_playerhead_local.tga models/characters/player_character/head/d3xp_playerhead_hi.lwo

	diffusemap	models/characters/player_character/head/d3xp_playerhead_dpj.tga
	bumpmap	        models/characters/player_character/head/d3xp_playerhead_local.tga
	specularmap	models/characters/player_character/head/d3xp_playerhead_spj.tga
}

models/characters/player_character/head/d3xp_playerhead_burnin
{
	noselfshadow
	noshadows
	renderbump	-size 256 256 -aa 2 -colormap models/characters/player_character/head/d3xp_playerhead_local.tga models/characters/player_character/head/d3xp_playerhead_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 1 - ( 0.6 * (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	

		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 1 - ( 0.05 + 0.6 * (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	

		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 1 - ( 0.05 + 0.6 * (time - parm7) )
	}
	
	forceOverlays
	
	diffusemap	models/characters/player_character/head/d3xp_playerhead_dpj.tga
	bumpmap		models/characters/player_character/head/d3xp_playerhead_local.tga
	specularmap	models/characters/player_character/head/d3xp_playerhead_spj.tga
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/helmet1/helmet
{
	renderbump	-size 256 256 -aa 2 -colormap models/characters/player_character/helmet/helmet_local.tga  models/characters/player_character/helmet/helmet_hi.lwo
	unsmoothedTangents
	qer_editorimage	models/characters/player_character/helmet/helmet2.tga
	bumpmap	addnormals(models/characters/player_character/helmet/helmet_local.tga, heightmap(models/characters/player_character/helmet/helmet3_h.tga, 4 ) )
	specularmap	models/characters/player_character/helmet/helmet3_s.tga
	{
		name	"Stage 4"
		map	models/characters/player_character/helmet/helmet3_l.tga
		blend	add
	}
	{
		name	"diffusemap"
		map	models/characters/player_character/helmet/helmet3.tga
		blend	diffusemap
		alphatest	.9
	}
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/player_character/helmet/cine_helmet
{
	noSelfShadow
	renderbump	-size 256 256 -aa 2 -colormap models/characters/player_character/helmet/cine_helmet_local.tga  models/characters/player_character/helmet/cine_helmet_hi.lwo
	unsmoothedTangents
	bumpmap	addnormals(models/characters/player_character/helmet/cine_helmet_local.tga, heightmap(models/characters/player_character/helmet/cine_helmet_h.tga, 2 ) )
	diffusemap	models/characters/player_character/helmet/cine_helmet_d.tga
	specularmap	models/characters/player_character/helmet/cine_helmet_s.tga
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/player_character/body/body2
{
	noSelfShadow	
	renderbump	-size 512 512 -aa 2 -colormap models/characters/player_character/body/body_local.tga  models/characters/body/body_hi.lwo
	unsmoothedTangents	
	qer_editorimage	models/characters/player_character/body/body2.tga

	diffusemap	models/characters/player_character/body/body2.tga
	bumpmap	models/characters/player_character/body/body_codpiecefix_local.tga
	specularmap	models/characters/player_character/body/body_s.tga
}

models/characters/player_character/body/body2_burnin
{
	noSelfShadow	
	renderbump	-size 512 512 -aa 2 -colormap models/characters/player_character/body/body_local.tga  models/characters/body/body_hi.lwo
	unsmoothedTangents	
	qer_editorimage	models/characters/player_character/body/body2.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 1 - ( 0.6 * (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	
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 1 - ( 0.05 + 0.6 * (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	
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 1 - ( 0.05 + 0.6 * (time - parm7) )
	}
	forceOverlays 
	
	diffusemap	models/characters/player_character/body/body2.tga
	bumpmap	models/characters/player_character/body/body_codpiecefix_local.tga
	specularmap	models/characters/player_character/body/body_s.tga
}

models/characters/player/d3xp_arm2_burnin
{
	noselfShadow
	noShadows
	clamp
	renderbump  -size 1024 2048 -trace 0.1 -colorMap   models/characters/player/arm2_local.tga models/characters/player/arm1_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 1 - ( 0.6 * (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	
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 1 - ( 0.05 + 0.6 * (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	
		
		noclamp map models/monsters/spectre/global_dis.tga	// replace this with a monster-specific texture
		alphaTest 1 - ( 0.05 + 0.6 * (time - parm7) )
	}
	
	forceOverlays 

	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
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/body/belt
{
	twoSided
        noselfshadow
	renderbump	-size 512 512 -aa 2 -colormap models/characters/player_character/body/belt_local.tga  models/characters/body/belt_hi.lwo
	bumpmap	addnormals(models/characters/player_character/body/belt_local.tga, heightmap(models/characters/player_character/body/belt_h.tga, 8 ) )
	specularmap	models/characters/player_character/body/belt_s.tga
	{
		name	"Stage 3"
		map	models/characters/player_character/body/belt2.tga
		blend	diffusemap
		alphatest	.9
	}
}

models/characters/mcneil/head_d
{
	renderbump	-size 256 256 -aa 2 -colormap models/characters/mcneil/head_local.tga  models/characters/mcneil/em_head_hi.lwo
	noselfshadow

	diffusemap	models/characters/mcneil/head_d.tga
	bumpmap	addnormals(models/characters/mcneil/head_local.tga, heightmap(models/characters/mcneil/head_h.tga, 4 ) )
	specularmap	models/characters/mcneil/head_s.tga
}


models/characters/mcneil/body_d
{
	renderbump	-size 512 512 -aa 2 -colormap models/characters/mcneil/body_local.tga  models/characters/mcneil/em_body_hi.lwo
	noselfshadow
	unsmoothedTangents

	diffusemap	models/characters/mcneil/body_d.tga
	bumpmap	addnormals(models/characters/mcneil/body_local.tga, heightmap(models/characters/mcneil/body_h.tga, 4 ) )
	specularmap	models/characters/mcneil/body_s.tga
}


models/characters/mcneil/glasses_d
{
	renderbump	-size 256 128 -aa 2 -colormap models/characters/mcneil/glasses_local.tga  models/characters/mcneil/em_glasses_hi.lwo
	noselfshadow
	unsmoothedTangents
	translucent
	twosided
	{
		blend diffusemap
		map models/characters/mcneil/glasses_d.tga
		alphaTest 0.1
	}
	{
		blend  bumpmap 
		map    models/characters/mcneil/glasses_local.tga
	}
	{
		blend specularmap 
		map    models/characters/mcneil/glasses_s.tga
	}
}

models/characters/mcneil/glasses_fx
{
	translucent
	twosided
	nonsolid
	noimpact
	noshadows
	{
		blend filter
		map models/characters/mcneil/glasses_fx.tga
	}

}

models/characters/mcneil/glasses_lense_d
{
	translucent
	twosided
	nonsolid
	noimpact
	noshadows
	{
		blend filter
		map models/characters/mcneil/em_glasses_lense_d.tga
	}
	specularmap	models/characters/mcneil/em_glasses_lense_s.tga
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/scientist/head01/scihead01xp
{

	noSelfShadow
	renderbump	-size 256 256 -aa 2 -colormap models/characters/scientist/sci_head2_local.tga  models/characters/scientist/head2_hi.lwo
	unsmoothedTangents
	diffusemap	models/characters/scientist/scientistxp_d.tga
	bumpmap	addnormals( models/characters/scientist/sci_head_local.tga, heightmap( models/characters/scientist/scientistxp_h.tga, 4 ) )
	specularmap	models/characters/scientist/scientistxp_s.tga
}

/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/scientist/head01/glasses
{
	twoSided
	renderbump	-size 256 256 -aa 2   models/characters/scientist/glasses_local.tga models/characters/scientist/sci_glasses_hi.lwo
	bumpmap	models/characters/scientist/glasses_local.tga
	specularmap	models/characters/scientist/glasses_s.tga
	{
		name	"Stage 3"
		map	models/characters/scientist/glasses_d.tga
		blend	diffusemap
		alphatest	.5
	}
	{
		name	"Stage 4"
		blend	add
		cubeMap	env/bland
		texGen	reflect
	}
}





/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/player_character/helmet/cine_helmet_beatup
{
	noSelfShadow	
	renderbump	-size 256 256 -aa 2 -colormap models/characters/player_character/helmet/cine_helmet_local.tga  models/characters/player_character/helmet/cine_helmet_hi.lwo
	unsmoothedTangents	
	bumpmap	addnormals(models/characters/player_character/helmet/cine_helmet_local.tga, heightmap(models/characters/player_character/helmet/cine_helmet_beatup_h.tga, 2 ) )
	diffusemap	models/characters/player_character/helmet/cine_helmet_beatup_d.tga
	specularmap	models/characters/player_character/helmet/cine_helmet_beatup_s.tga
}


/*
	Generated by the Material Editor.
	Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/player_character/body/body_beatup
{
	noSelfShadow	
	renderbump	-size 512 512 -aa 2 -colormap models/characters/player_character/body/body_local.tga  models/characters/body/body_hi.lwo
	unsmoothedTangents	
	qer_editorimage	models/characters/player_character/body/body2.tga
	diffusemap	models/characters/player_character/body/body_beatup.tga
	bumpmap	addnormals(models/characters/player_character/body/body_local.tga, heightmap(models/characters/player_character/body/body_beatup_h.tga, 2 ) )
	specularmap	models/characters/player_character/body/body_beatup_s.tga
}
