// development testing stuff material particleSurfaceTestMaterial { deform particle particleSurfaceParticle // the noshadows and _default stage are just so the surface // will draw when "r_skipdeforms 1" is seet noshadows { map _default } } particle particleSurfaceParticle { { time 1.0 material textures/sfx/shotgunpuff // which shader to use count 100 // how many particles to trigger // orientation aimed 1 2 size 20 rotation 100 // direction cone 100 speed 20 fadeColor 1 1 1 0 // we are alpha fading fadeIn 0.5 fadeOut 0.5 gravity 10 } { time 0.8 material textures/particles/spark3 count 3 orientation aimed 0.5 size 10 rotation 100 // direction cone 100 speed 100 color 1 1 0 0 fadeColor 0 0 0 0 fadeIn 0.5 fadeOut 0.5 gravity 10 } } material burnedImp { unsmoothedTangents renderbump -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo { if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything highQuality map models/monsters/spectre/dis2.tga alphaTest 0.05 + 0.3 * (time - parm7) } { if parm7 // only when dead // draw the fire burn at a negative polygonOffset, so it is behind the other stages privatePolygonOffset -1 // stage-only polygon offset blend add blend gl_one, gl_zero highQuality map models/monsters/spectre/dis2.tga alphaTest 0.3 * (time - parm7) } bumpmap addnormals (models/monsters/imp/imp_local, heightmap (models/monsters/imp/imp_bmp.tga, 6) ) diffusemap models/monsters/imp/imp_d specularmap models/monsters/imp/imp_s } skin testBurnedImp { * burnedImp }