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doom3-bfg/base/materials/monster_hunter_berzerker.mtr

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/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter_berzerk/berzerker
{
noSelfShadow
renderbump -size 1024 1024 -aa 2 -colormap models/monsters/hunter_berzerk/berzerker_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
diffusemap models/monsters/hunter_berzerk/berzerker_d.tga
bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 8 ) )
specularmap models/monsters/hunter_berzerk/berzerker_s.tga
{
name "Stage 4"
map models/monsters/hunter_berzerk/berzerker_l.tga
blend add
}
{
name "Stage 5"
map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
blend add
rgb flickertable [ time * 3 ]
}
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter_berzerk/bhunter_enrage
{
metal
bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
specularmap models/monsters/hunter_berzerk/berzerker_enraged_s.tga
diffusemap models/monsters/hunter_berzerk/berzerker_enraged_d.tga
{
name "Stage 3"
map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
blend add
alpha 0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ])
}
{
name "Stage 4"
map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
blend add
rgb flickertable [ time * 3 ]
}
}
models/monsters/hunter_berzerk/bhunter_toberserk
{
noselfshadow
clamp
metal
deform particle berzerker_enrage
// blended part
{
blend bumpmap
map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
// note that you do NOT put vertexColor on the bumpmap
}
{
blend diffusemap
map models/monsters/hunter_berzerk/berzerker_d.tga
rgb 1-death_fade[(time+Parm4)*.5]
}
{
blend specularmap
map models/monsters/hunter_berzerk/berzerker_s.tga
rgb 1-death_fade[(time+Parm4)*.5]
}
// inverse blended part
{
blend bumpmap
map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
}
{
blend diffusemap
map models/monsters/hunter_berzerk/berzerker_enraged_d.tga
rgb death_fade[(time+Parm4)*.5]
}
{
blend specularmap
map models/monsters/hunter_berzerk/berzerker_enraged_s.tga
rgb death_fade[(time+Parm4)*.5]
}
{
name "Stage 3"
map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
blend add
//alpha death_fade[(time+Parm4)*.5] * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
rgb death_fade[(time+Parm4)*.5]
}
}
models/monsters/hunter_berzerk/bhunter_cinematic
{
noselfshadow
clamp
metal
deform particle berzerker_enrage
// blended part
{
blend bumpmap
map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
// note that you do NOT put vertexColor on the bumpmap
}
{
blend diffusemap
map models/monsters/hunter_berzerk/berzerker_d.tga
rgb 1-death_fade[(time+Parm4)*.3]
}
{
blend specularmap
map models/monsters/hunter_berzerk/berzerker_s.tga
rgb 1-death_fade[(time+Parm4)*.3]
}
// inverse blended part
{
blend bumpmap
map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
}
{
blend diffusemap
map models/monsters/hunter_berzerk/berzerker_enraged_d.tga
rgb death_fade[(time+Parm4)*.3]
}
{
blend specularmap
map models/monsters/hunter_berzerk/berzerker_enraged_s.tga
rgb death_fade[(time+Parm4)*.3]
}
{
name "Stage 3"
map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
blend add
//alpha death_fade[(time+Parm4)*.3] * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
rgb death_fade[(time+Parm4)*.3]
}
}
models/monsters/hunter_berzerk/bhunter_tonormal
{
noselfshadow
clamp
// blended part
{
blend bumpmap
map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
// note that you do NOT put vertexColor on the bumpmap
}
{
blend diffusemap
map models/monsters/hunter_berzerk/berzerker_d.tga
rgb death_fade[(time+Parm4)*.5]
}
{
blend specularmap
map models/monsters/hunter_berzerk/berzerker_s.tga
rgb death_fade[(time+Parm4)*.5]
}
// inverse blended part
{
blend bumpmap
map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
}
{
blend diffusemap
map models/monsters/hunter_berzerk/berzerker_enraged_d.tga
rgb 1-death_fade[(time+Parm4)*.5]
}
{
blend specularmap
map models/monsters/hunter_berzerk/berzerker_enraged_s.tga
rgb 1-death_fade[(time+Parm4)*.5]
}
{
name "Stage 3"
map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
blend add
//alpha (1-death_fade[(time+Parm4)*.5]) * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
rgb 1-death_fade[(time+Parm4)*.5]
}
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter_berzerk/heart
{
noSelfShadow
renderbump -size 128 128 -aa 2 models/gibs/heart_local.tga models/gibs/heart_hi.lwo
diffusemap models/monsters/hunter_berzerk/bheart_d.tga
bumpmap addnormals(models/monsters/hunter_berzerk/bheart_local.tga, heightmap(models/monsters/hunter_berzerk/bheart_h.tga, 2 ) )
specularmap models/monsters/hunter_berzerk/bheart_s.tga
{
name "Stage 4"
map models/monsters/hunter_berzerk/bheart_l.tga
blend add
rgb flickertable [ time*2 ]
}
}
models/monsters/hunter_berzerk/b_claw1
{
noselfShadow
renderbump -size 64 128 -aa 2 models/monsters/hunter_berzerk/b_claw_local.tga models/monsters/hunter_berzerk/b_claw_hi.lwo
diffusemap models/monsters/hunter_berzerk/b_claw_d.tga
bumpmap models/monsters/hunter_berzerk/b_claw_local.tga
specularmap models/monsters/hunter_berzerk/b_claw_s.tga
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter/berzerkerenraged2
{
noSelfShadow
renderbump -size 1024 1024 -aa 2 -colormap models/monsters/hunter_berzerk/berzerker_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
diffusemap models/monsters/hunter_berzerk/berzerker_enraged_d.tga
bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 8 ) )
specularmap models/monsters/hunter_berzerk/berzerker_enraged_s.tga
{
name "Stage 4"
map models/monsters/hunter_berzerk/berzerker_enraged_l.tga
blend add
rgb flickertable [ time * 2 ]
}
{
name "Stage 5"
map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
blend add
rgb flickertable [ time * 3 ]
}
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/monsters/hunter/berzerker_fx
{
{
name "Stage 1"
map models/monsters/hunter_berzerk/berzerker_enraged_FX.tga
blend add
alphatest .9
}
}
models/monsters/hunter_berzerker/berzerker2_heart
{
surftype10
noSelfShadow
renderbump -size 256 256 -aa 2 -colormap models/monsters/hunter_berzerk/bheart_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
diffusemap models/monsters/hunter_berzerk/bheart_d.tga
bumpmap models/monsters/hunter_berzerk/bheart_local.tga
// specularmap models/monsters/hunter_berzerk/bheart_s.tga
}
models/monsters/hunter_berzerk/bhunter_enrage_burn
{
metal
bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
{ // 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
highQuality
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
highQuality
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
specularmap models/monsters/hunter_berzerk/berzerker_enraged_s.tga
diffusemap models/monsters/hunter_berzerk/berzerker_enraged_d.tga
{
name "Stage 3"
map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
blend add
alpha 0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ])
}
{
name "Stage 4"
map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
blend add
rgb flickertable [ time * 3 ]
}
}
models/monsters/hunter_berzerker/berzerker2_heart_burn
{
surftype10
noSelfShadow
renderbump -size 256 256 -aa 2 -colormap models/monsters/hunter_berzerk/bheart_local.tga models/monsters/hunter_berzerk/berzerker_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
highQuality
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
highQuality
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
diffusemap models/monsters/hunter_berzerk/bheart_d.tga
bumpmap models/monsters/hunter_berzerk/bheart_local.tga
// specularmap models/monsters/hunter_berzerk/bheart_s.tga
}
models/monsters/hunter_berzerk/b_claw1_burn
{
noselfShadow
renderbump -size 64 128 -aa 2 models/monsters/hunter_berzerk/b_claw_local.tga models/monsters/hunter_berzerk/b_claw_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
highQuality
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 0.3 * (time - parm7)
}
{ // burning corpse effect
if parm7 // only when dead
// draw the fire burn at a negative polygonOffset, so it is behind the other stages
privatePolygonOffset -1 // stage-only polygon offset
blend add
blend gl_one, gl_zero
highQuality
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.3 * (time - parm7)
}
diffusemap models/monsters/hunter_berzerk/b_claw_d.tga
bumpmap models/monsters/hunter_berzerk/b_claw_local.tga
specularmap models/monsters/hunter_berzerk/b_claw_s.tga
}