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https://github.com/id-Software/DOOM-3-BFG.git
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81 lines
1.7 KiB
Modula-2
81 lines
1.7 KiB
Modula-2
// development testing stuff
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material particleSurfaceTestMaterial {
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deform particle particleSurfaceParticle
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// the noshadows and _default stage are just so the surface
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// will draw when "r_skipdeforms 1" is seet
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noshadows
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{
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map _default
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}
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}
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particle particleSurfaceParticle {
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{
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time 1.0
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material textures/sfx/shotgunpuff // which shader to use
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count 100 // how many particles to trigger
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// orientation aimed 1 2
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size 20
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rotation 100
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// direction cone 100
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speed 20
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fadeColor 1 1 1 0 // we are alpha fading
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fadeIn 0.5
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fadeOut 0.5
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gravity 10
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}
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{
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time 0.8
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material textures/particles/spark3
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count 3
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orientation aimed 0.5
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size 10
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rotation 100
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// direction cone 100
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speed 100
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color 1 1 0 0
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fadeColor 0 0 0 0
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fadeIn 0.5
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fadeOut 0.5
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gravity 10
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}
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}
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material burnedImp
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{
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unsmoothedTangents
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renderbump -size 512 512 -aa 3 models/monsters/imp/imp_local.tga models/monsters/imp/work/imp_hp.lwo
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{
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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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map models/monsters/spectre/dis2.tga
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alphaTest 0.05 + 0.3 * (time - parm7)
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}
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{
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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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map models/monsters/spectre/dis2.tga
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alphaTest 0.3 * (time - parm7)
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}
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bumpmap addnormals (models/monsters/imp/imp_local, heightmap (models/monsters/imp/imp_bmp.tga, 6) )
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diffusemap models/monsters/imp/imp_d
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specularmap models/monsters/imp/imp_s
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}
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skin testBurnedImp
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{
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* burnedImp
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}
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