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doom3-bfg/base/materials/zgraeme.mtr

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table spark_neontable1 { { 1.3, 0, 0, 0, 0, 1.3, 0, 0, 0, 0, 1.3, 0, 0, 1.1, .075, 1.15, 1.22, 1.3, 1.3, 1.45, 1.52, .6, .67, .75, .82, .9, .95, 1, 0, 0, 0, .3, 0, 0, 0, 0, 0, 0, 0, .3, 0, 0, 0, 0, 0, 0, 0, 0, 1, .6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, .3, 0, 0, 0, 0 } }
textures/zaphod/rocketl.TGA
{
qer_editorimage textures/zaphod/rocketl.TGA
diffusemap textures/zaphod/rocketl.TGA
}
textures/zaphod/f_rocketl.TGA
{
qer_editorimage textures/zaphod/f_rocketl.TGA
translucent
noShadows
{ if ( parm4 != 0 )
blend add
map textures/zaphod/f_rocketl.TGA
}
}
textures/zaphod/bfg.TGA
{
qer_editorimage textures/zaphod/bfg.TGA
diffusemap textures/zaphod/bfg.TGA
}
textures/zaphod/shotgun.TGA
{
qer_editorimage textures/zaphod/shotgun.TGA
diffusemap textures/zaphod/shotgun.TGA
}
textures/zaphod/f_shotgun.TGA
{
qer_editorimage textures/zaphod/f_shotgun.TGA
translucent
noShadows
{ if ( parm4 != 0 )
blend add
map textures/zaphod/f_shotgun.TGA
}
}
textures/zaphod/shotgun_laser.TGA
{
qer_editorimage textures/zaphod/shotgun_laser.TGA
translucent
noShadows
{
blend add
map textures/zaphod/shotgun_laser.TGA
}
}
textures/zaphod/f_bfg.TGA
{
qer_editorimage textures/zaphod/f_bfg.TGA
translucent
noShadows
{ if ( parm4 != 0 )
blend add
map textures/zaphod/f_bfg.TGA
}
}
textures/zaphod/plasma.TGA
{
qer_editorimage textures/zaphod/plasma.TGA
diffusemap textures/zaphod/plasma.TGA
}
textures/zaphod/plasma_glass.TGA
{
qer_editorimage textures/zaphod/plasma_glass.TGA
translucent
noShadows
{
blend add
map textures/zaphod/plasma_glass.TGA
}
}
textures/zaphod/plasma_glo.TGA
{
qer_editorimage textures/zaphod/plasma_glo.TGA
translucent
noShadows
{
blend add
map textures/zaphod/plasma_glo.TGA
rgb sintable [time] + 2.5
}
}
textures/zaphod/f_plasma.TGA
{
qer_editorimage textures/zaphod/f_plasma.TGA
translucent
noShadows
{ if ( parm4 != 0 )
blend add
map textures/zaphod/f_plasma.TGA
}
}
textures/zaphod/vulcan.TGA
{
qer_editorimage textures/zaphod/vulcan.TGA
diffusemap textures/zaphod/vulcan.TGA
}
textures/zaphod/f_vulcan.TGA
{
qer_editorimage textures/zaphod/f_vulcan.TGA
translucent
noShadows
{ if ( parm4 != 0 )
blend add
map textures/zaphod/f_vulcan.TGA
}
}
textures/particles/smokepuff
{
qer_editorimage textures/particles/smokepuff.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/particles/smokepuff.tga
vertexColor
//colored
}
}
textures/particles/ember_mid
{
qer_editorimage textures/particles/smokepuff.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/particles/ember_mid.tga
vertexColor
}
}
textures/particles/spike
{
qer_editorimage textures/particles/spike.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/particles/spike.tga
vertexColor
}
}
textures/particles/gember_small
{
qer_editorimage textures/particles/gember_small.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/particles/gember_small.tga
vertexColor
}
}
textures/particles/ember_small
{
qer_editorimage textures/particles/ember_small.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/particles/ember_small.tga
vertexColor
}
}
textures/particles/smokepuffalpha
{
qer_editorimage textures/particles/smokepuffalpha.tga
translucent
noShadows
{
blend gl_one,gl_one
// blend add
map textures/particles/smokepuffalpha.tga
vertexColor
}
}
textures/particles/muzzleflash
{
qer_editorimage textures/particles/muzzleflash.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/particles/muzzleflash.tga
vertexColor
}
}
textures/particles/mgmuzzleflash
{
qer_editorimage textures/particles/machinegun.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/particles/machinegun.tga
vertexColor
}
}
textures/particles/spawnpuff
{
qer_editorimage models/monsters/spawn/demonspawnpuff.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map models/monsters/spawn/demonspawnpuff.tga
vertexColor
}
}
textures/particles/plasmapuff
{
qer_editorimage textures/particles/plasmapuff.tga
translucent
noShadows
{
blend gl_zero, gl_one_minus_src_color
map textures/particles/plasmapuff.tga
vertexColor
}
}
textures/particles/orangespark
{
qer_editorimage textures/particles/orangespark.tga
translucent
noShadows
{
blend add
map textures/particles/orangespark.tga
vertexColor
}
}
textures/particles/firestrip
{
qer_editorimage textures/sfx/fire_strip.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/sfx/fire_strip.tga
vertexColor
}
}
textures/particles/bamstrip
{
qer_editorimage textures/particles/bamstrip.tga
translucent
noShadows
{
blend add
map textures/particles/bamstrip.tga
vertexColor
}
}
textures/particles/spawnstrip
{
qer_editorimage textures/particles/spawnstrip.tga
translucent
noShadows
sort 10
{
blend add
map textures/particles/spawnstrip.tga
vertexColor
}
}
textures/particles/foopstrip
{
qer_editorimage textures/particles/foopstrip.tga
translucent
noShadows
{
blend add
map textures/particles/foopstrip.tga
vertexColor
}
}
textures/particles/popstrip
{
qer_editorimage textures/particles/popstrip.tga
translucent
noShadows
{
blend add
map textures/particles/popstrip.tga
vertexColor
}
}
textures/particles/video
{
qer_editorimage textures/editor/video.tga
translucent
noShadows
{
blend add
videoMap video/test.roq
vertexColor
}
}
textures/particles/pixel
{
qer_editorimage textures/particles/pixel.tga
translucent
noShadows
{
blend add
map textures/particles/pixel.tga
vertexColor
}
}
textures/particles/lightning
{
qer_editorimage textures\zaphod\crackle1.tga
translucent
noshadows
{
if ( ( time * 8 ) % 8 == 0 )
blend add
map textures\zaphod\crackle1.tga
vertexColor
}
{
if ( ( time * 8 ) % 8 == 1 )
blend add
map textures\zaphod\crackle2.tga
vertexColor
}
{
if ( ( time * 8 ) % 8 == 2 )
blend add
map textures\zaphod\crackle3.tga
vertexColor
}
{
if ( ( time * 8 ) % 8 == 3 )
blend add
map textures\zaphod\crackle4.tga
vertexColor
}
{
if ( ( time * 8 ) % 8 == 4 )
blend add
map textures\zaphod\crackle5.tga
vertexColor
}
{
if ( ( time * 8 ) % 8 == 5 )
blend add
map textures\zaphod\crackle6.tga
vertexColor
}
{
if ( ( time * 8 ) % 8 == 6 )
blend add
map textures\zaphod\crackle7.tga
vertexColor
}
{
if ( ( time * 8 ) % 8 == 7 )
blend add
map textures\zaphod\crackle8.tga
vertexColor
}
}
textures/particles/blooddrip
{
qer_editorimage textures/decals/bloodpool01.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend add
map textures/decals/bloodpool01.tga
vertexColor
}
}
lights/sparks_sound
{
{
map lights/duolight02grey.tga
colored
clamp
red ( spark_neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm0 * sound * 2
green ( spark_neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm1 * sound * 1.8
blue ( spark_neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm2 * sound * 1
}
}
textures/decals/ballburn_rev
{
qer_editorimage textures/decals/ballburn01.tga
DECAL_MACRO
{
// blend gl_dst_color, gl_zero
blend gl_zero, gl_one_minus_src_color
map textures/decals/ballburn01.tga
clamp // we don't want it to tile if the projection extends past the bounds
rgb decalFade[(time - Parm3)/(parm4 - parm3)]
vertexColor // oblique projections will be slightly faded down
}
{
blend add
map textures/decals/expmark1_add.tga
rgb fireballtable[ time * .1 ]
vertexColor // oblique projections will be slightly faded down
}
}
lights/impflyflash
{
noShadows
{
map lights/impflash.tga
zeroClamp
rotate time * 3.7
rgb flickerblink[ time * 1 ]
colored
}
}
textures/particles/bloodwound
{
qer_editorimage textures/particles/bloodcolor.tga
translucent
noShadows
{
blend add
map textures/particles/bloodcolor.tga
vertexColor
}
}
textures/particles/bloodstream
{
qer_editorimage textures/particles/bloodstream.tga
translucent
noShadows
{
blend blend
map textures/particles/bloodstream.tga
vertexColor
}
}
textures/particles/bloodcloud
{
qer_editorimage textures/particles/blooddrop.tga
translucent
noShadows
{
blend blend
map textures/particles/blooddrop.tga
vertexColor
}
}
textures/particles/bloodstream2
{
qer_editorimage textures/particles/bloodstream2.tga
{
blend gl_zero, gl_one_minus_src_color
map textures/particles/bloodstream2.tga
clamp // we don't want it to tile if the projection extends past the bounds
vertexColor // oblique projections will be slightly faded down
}
}
textures/particles/blooddrop2
{
qer_editorimage textures/particles/blooddrop2.tga
{
blend gl_zero, gl_one_minus_src_color
map textures/particles/blooddrop2.tga
clamp // we don't want it to tile if the projection extends past the bounds
vertexColor // oblique projections will be slightly faded down
}
}
textures/particles/bloodfoopstrip
{
qer_editorimage textures/particles/bloodfoopstrip.tga
translucent
noShadows
sort 10 // sort very late, so no translucent objects in the world draws over it
{
blend blend
map textures/particles/bloodfoopstrip.tga
vertexColor
}
}
textures/particles/teststrip
{
qer_editorimage textures/particles/fireball_strip.tga
translucent
noShadows
{
blend add
map textures/particles/fireball_strip.tga
vertexColor
}
}
textures/particles/testvideo
{
qer_editorimage textures/editor/video.tga
translucent
noShadows
{
blend add
videoMap video/fireball.roq
vertexColor
}
}
textures/particles/firefly
{
qer_editorimage textures/particles/fireplume.tga
translucent
noShadows
{
blend add
map textures/particles/fireplume.tga
vertexColor
}
}