mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
392 lines
11 KiB
Text
392 lines
11 KiB
Text
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/*
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Generated by the Material Editor.
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Type 'materialeditor' at the console to launch the material editor.
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*/
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models/monsters/hunter_berzerk/berzerker
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{
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noSelfShadow
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renderbump -size 1024 1024 -aa 2 -colormap models/monsters/hunter_berzerk/berzerker_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
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diffusemap models/monsters/hunter_berzerk/berzerker_d.tga
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bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 8 ) )
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specularmap models/monsters/hunter_berzerk/berzerker_s.tga
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{
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name "Stage 4"
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map models/monsters/hunter_berzerk/berzerker_l.tga
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blend add
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}
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{
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name "Stage 5"
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map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
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blend add
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rgb flickertable [ time * 3 ]
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}
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}
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/*
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Generated by the Material Editor.
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Type 'materialeditor' at the console to launch the material editor.
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*/
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models/monsters/hunter_berzerk/bhunter_enrage
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{
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metal
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bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
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specularmap models/monsters/hunter_berzerk/berzerker_enraged_s.tga
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diffusemap models/monsters/hunter_berzerk/berzerker_enraged_d.tga
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{
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name "Stage 3"
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map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
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blend add
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alpha 0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ])
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}
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{
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name "Stage 4"
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map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
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blend add
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rgb flickertable [ time * 3 ]
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}
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}
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models/monsters/hunter_berzerk/bhunter_toberserk
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{
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noselfshadow
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clamp
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metal
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deform particle berzerker_enrage
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// blended part
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{
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blend bumpmap
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map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
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// note that you do NOT put vertexColor on the bumpmap
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}
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{
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blend diffusemap
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map models/monsters/hunter_berzerk/berzerker_d.tga
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rgb 1-death_fade[(time+Parm4)*.5]
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}
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{
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blend specularmap
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map models/monsters/hunter_berzerk/berzerker_s.tga
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rgb 1-death_fade[(time+Parm4)*.5]
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}
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// inverse blended part
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{
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blend bumpmap
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map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
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}
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{
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blend diffusemap
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map models/monsters/hunter_berzerk/berzerker_enraged_d.tga
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rgb death_fade[(time+Parm4)*.5]
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}
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{
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blend specularmap
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map models/monsters/hunter_berzerk/berzerker_enraged_s.tga
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rgb death_fade[(time+Parm4)*.5]
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}
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{
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name "Stage 3"
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map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
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blend add
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//alpha death_fade[(time+Parm4)*.5] * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
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rgb death_fade[(time+Parm4)*.5]
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}
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}
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models/monsters/hunter_berzerk/bhunter_cinematic
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{
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noselfshadow
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clamp
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metal
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deform particle berzerker_enrage
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// blended part
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{
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blend bumpmap
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map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
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// note that you do NOT put vertexColor on the bumpmap
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}
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{
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blend diffusemap
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map models/monsters/hunter_berzerk/berzerker_d.tga
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rgb 1-death_fade[(time+Parm4)*.3]
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}
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{
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blend specularmap
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map models/monsters/hunter_berzerk/berzerker_s.tga
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rgb 1-death_fade[(time+Parm4)*.3]
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}
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// inverse blended part
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{
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blend bumpmap
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map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
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}
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{
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blend diffusemap
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map models/monsters/hunter_berzerk/berzerker_enraged_d.tga
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rgb death_fade[(time+Parm4)*.3]
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}
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{
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blend specularmap
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map models/monsters/hunter_berzerk/berzerker_enraged_s.tga
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rgb death_fade[(time+Parm4)*.3]
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}
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{
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name "Stage 3"
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map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
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blend add
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//alpha death_fade[(time+Parm4)*.3] * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
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rgb death_fade[(time+Parm4)*.3]
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}
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}
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models/monsters/hunter_berzerk/bhunter_tonormal
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{
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noselfshadow
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clamp
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// blended part
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{
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blend bumpmap
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map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_h.tga, 2 ) )
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// note that you do NOT put vertexColor on the bumpmap
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}
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{
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blend diffusemap
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map models/monsters/hunter_berzerk/berzerker_d.tga
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rgb death_fade[(time+Parm4)*.5]
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}
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{
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blend specularmap
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map models/monsters/hunter_berzerk/berzerker_s.tga
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rgb death_fade[(time+Parm4)*.5]
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}
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// inverse blended part
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{
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blend bumpmap
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map addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
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}
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{
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blend diffusemap
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map models/monsters/hunter_berzerk/berzerker_enraged_d.tga
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rgb 1-death_fade[(time+Parm4)*.5]
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}
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{
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blend specularmap
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map models/monsters/hunter_berzerk/berzerker_enraged_s.tga
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rgb 1-death_fade[(time+Parm4)*.5]
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}
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{
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name "Stage 3"
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map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
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blend add
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//alpha (1-death_fade[(time+Parm4)*.5]) * (0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ]))
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rgb 1-death_fade[(time+Parm4)*.5]
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}
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}
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/*
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Generated by the Material Editor.
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Type 'materialeditor' at the console to launch the material editor.
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*/
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models/monsters/hunter_berzerk/heart
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{
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noSelfShadow
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renderbump -size 128 128 -aa 2 models/gibs/heart_local.tga models/gibs/heart_hi.lwo
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diffusemap models/monsters/hunter_berzerk/bheart_d.tga
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bumpmap addnormals(models/monsters/hunter_berzerk/bheart_local.tga, heightmap(models/monsters/hunter_berzerk/bheart_h.tga, 2 ) )
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specularmap models/monsters/hunter_berzerk/bheart_s.tga
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{
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name "Stage 4"
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map models/monsters/hunter_berzerk/bheart_l.tga
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blend add
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rgb flickertable [ time*2 ]
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}
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}
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models/monsters/hunter_berzerk/b_claw1
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{
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noselfShadow
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renderbump -size 64 128 -aa 2 models/monsters/hunter_berzerk/b_claw_local.tga models/monsters/hunter_berzerk/b_claw_hi.lwo
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diffusemap models/monsters/hunter_berzerk/b_claw_d.tga
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bumpmap models/monsters/hunter_berzerk/b_claw_local.tga
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specularmap models/monsters/hunter_berzerk/b_claw_s.tga
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}
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/*
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Generated by the Material Editor.
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Type 'materialeditor' at the console to launch the material editor.
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*/
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models/monsters/hunter/berzerkerenraged2
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{
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noSelfShadow
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renderbump -size 1024 1024 -aa 2 -colormap models/monsters/hunter_berzerk/berzerker_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
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diffusemap models/monsters/hunter_berzerk/berzerker_enraged_d.tga
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bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 8 ) )
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specularmap models/monsters/hunter_berzerk/berzerker_enraged_s.tga
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{
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name "Stage 4"
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map models/monsters/hunter_berzerk/berzerker_enraged_l.tga
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blend add
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rgb flickertable [ time * 2 ]
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}
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{
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name "Stage 5"
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map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
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blend add
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rgb flickertable [ time * 3 ]
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}
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}
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/*
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Generated by the Material Editor.
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Type 'materialeditor' at the console to launch the material editor.
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*/
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models/monsters/hunter/berzerker_fx
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{
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{
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name "Stage 1"
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map models/monsters/hunter_berzerk/berzerker_enraged_FX.tga
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blend add
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alphatest .9
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}
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}
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models/monsters/hunter_berzerker/berzerker2_heart
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{
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surftype10
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noSelfShadow
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renderbump -size 256 256 -aa 2 -colormap models/monsters/hunter_berzerk/bheart_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
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diffusemap models/monsters/hunter_berzerk/bheart_d.tga
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bumpmap models/monsters/hunter_berzerk/bheart_local.tga
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// specularmap models/monsters/hunter_berzerk/bheart_s.tga
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}
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models/monsters/hunter_berzerk/bhunter_enrage_burn
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{
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metal
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bumpmap addnormals(models/monsters/hunter_berzerk/berzerker_local.tga, heightmap(models/monsters/hunter_berzerk/berzerker_enraged_h.tga, 2 ) )
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{ // burning corpse effect
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if parm7 // only when dead
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// make a burned away alpha test for the normal skin
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blend gl_zero, gl_one // don't draw anything
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highQuality
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noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
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alphaTest 0.05 + 0.3 * (time - parm7)
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}
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{ // burning corpse effect
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if parm7 // only when dead
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// draw the fire burn at a negative polygonOffset, so it is behind the other stages
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privatePolygonOffset -1 // stage-only polygon offset
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blend add
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blend gl_one, gl_zero
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highQuality
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noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
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alphaTest 0.3 * (time - parm7)
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}
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specularmap models/monsters/hunter_berzerk/berzerker_enraged_s.tga
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diffusemap models/monsters/hunter_berzerk/berzerker_enraged_d.tga
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{
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name "Stage 3"
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map models/monsters/hunter_berzerk/berzerker_enraged2_FX.tga
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blend add
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alpha 0.5 + ( flickertable[time * 4] * 0.5 * sintable[ (time+Parm4)*.2 ])
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}
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{
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name "Stage 4"
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map models/monsters/hunter_berzerk/berzerker_heart_FX.tga
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blend add
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rgb flickertable [ time * 3 ]
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}
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}
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models/monsters/hunter_berzerker/berzerker2_heart_burn
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{
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surftype10
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noSelfShadow
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renderbump -size 256 256 -aa 2 -colormap models/monsters/hunter_berzerk/bheart_local.tga models/monsters/hunter_berzerk/berzerker_hi.lwo
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{ // burning corpse effect
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if parm7 // only when dead
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// make a burned away alpha test for the normal skin
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blend gl_zero, gl_one // don't draw anything
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highQuality
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noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
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alphaTest 0.05 + 0.3 * (time - parm7)
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}
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{ // burning corpse effect
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if parm7 // only when dead
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// draw the fire burn at a negative polygonOffset, so it is behind the other stages
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privatePolygonOffset -1 // stage-only polygon offset
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blend add
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blend gl_one, gl_zero
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highQuality
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noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
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alphaTest 0.3 * (time - parm7)
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}
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diffusemap models/monsters/hunter_berzerk/bheart_d.tga
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bumpmap models/monsters/hunter_berzerk/bheart_local.tga
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// specularmap models/monsters/hunter_berzerk/bheart_s.tga
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}
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models/monsters/hunter_berzerk/b_claw1_burn
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{
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noselfShadow
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renderbump -size 64 128 -aa 2 models/monsters/hunter_berzerk/b_claw_local.tga models/monsters/hunter_berzerk/b_claw_hi.lwo
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{ // burning corpse effect
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if parm7 // only when dead
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// make a burned away alpha test for the normal skin
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blend gl_zero, gl_one // don't draw anything
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highQuality
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noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
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alphaTest 0.05 + 0.3 * (time - parm7)
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}
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{ // burning corpse effect
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if parm7 // only when dead
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// draw the fire burn at a negative polygonOffset, so it is behind the other stages
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privatePolygonOffset -1 // stage-only polygon offset
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blend add
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blend gl_one, gl_zero
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highQuality
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noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
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alphaTest 0.3 * (time - parm7)
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}
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diffusemap models/monsters/hunter_berzerk/b_claw_d.tga
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bumpmap models/monsters/hunter_berzerk/b_claw_local.tga
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specularmap models/monsters/hunter_berzerk/b_claw_s.tga
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}
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