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doom3-bfg/base/materials/bloodstone.mtr

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Text

/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
d3xp/bloodstone/spectrumdecal
{
translucent
twoSided
nonsolid
noimpact
spectrum 666
noShadows
DECAL_MACRO
qer_editorimage textures/decals/symbol06.tga
{
map textures/decals/symbol06.tga
blend diffusemap
red (fireballtable[ time * .2]) * parm0
green (fireballtable[ time * .2]) * parm1
blue (fireballtable[ time * .2]) * parm2
}
{
map textures/decals/symbol06.tga
blend specularmap
}
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
lights/d3xp/lights/bloodstonelight
{
lightFalloffImage makeintensity( lights/squarelight1a.tga )
spectrum 666
{
map lights/squarelight1.tga
zeroclamp
colored
}
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
d3xp/bloodstone/sbricks1_fade
{
nonsolid
noShadows
qer_editorimage textures/caves/sbricks1.tga
{ // 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)
}
{ // burning corpse effect
if parm8 // 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 1.0-(0.3 * (time - parm8))
}
{ // burning corpse effect
if parm8 // 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 1.0-(0.05 + 0.3 * (time - parm8))
}
{
name "Stage 1"
map heightmap (textures/researchoutpost/icerock33_h, 4)
blend bumpmap
}
{
name "Stage 2"
map textures/caves/sbricks1_d.tga
blend diffusemap
}
{
name "Stage 3"
map textures/caves/sbricks1_s.tga
blend specularmap
}
/*{
name "AlphaTestStage"
if parm7
map textures/bmatt/wallfadealpha1.tga
blend add
maskColor
alphatest .7*(time - parm7)
}*/
}
d3xp/bloodstone/icerock33_fade
{
nonsolid
noShadows
qer_editorimage textures/researchoutpost/icerock33_d.tga
{ // 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)
}
{ // burning corpse effect
if parm8 // 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 1.0-(0.3 * (time - parm8))
}
{ // burning corpse effect
if parm8 // 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 1.0-(0.05 + 0.3 * (time - parm8))
}
{
name "Stage 1"
map heightmap (textures/researchoutpost/icerock33_h.tga, 4)
blend bumpmap
}
{
name "Stage 2"
map textures/researchoutpost/icerock33_d.tga
blend diffusemap
}
{
name "Stage 3"
map textures/researchoutpost/icerock33_S.tga
blend specularmap
}
/*{
name "AlphaTestStage"
if parm7
map textures/bmatt/wallfadealpha1.tga
blend add
maskColor
alphatest .7*(time - parm7)
}*/
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
d3xp/bloodstone/newmaterial1
{
{
name "Stage 1"
map heightmap (textures/researchoutpost/icerock33_h.tga, 4)
blend bumpmap
}
{
name "Stage 2"
map textures/researchoutpost/icerock33_d.tga
blend diffusemap
}
{
name "Stage 3"
map textures/researchoutpost/icerock33_S.tga
blend specularmap
}
{
name "AlphaTestStage"
map textures/bmatt/symboltest.tga
blend add
maskColor
alphatest .5
}
{
name "Stage 3"
map textures/hell/lava2.tga
blend GL_ONE_MINUS_DST_ALPHA, gl_one
ignoreAlphaTest
translate time * -0.001, time * -0.02
scale .8, 1.1
rgb fireballtable[ time * .1 ]
}
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/male_npc/soldier_harvest/dsoldier_harvest
{
noSelfShadow
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
unsmoothedTangents
deform particle soulharvest_embers
diffusemap models/characters/male_npc/soldier/dsoldier.tga
{
name "Stage 2"
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/dsoldier_h.tga, 5 ) )
blend bumpmap
highquality
}
specularmap models/characters/male_npc/soldier/dsoldier_s.tga
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/male_npc/soldier_harvest/dsoldier_harvest_burn
{
noSelfShadow
renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo
unsmoothedTangents
{ // 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/characters/male_npc/soldier/dsoldier.tga
{
name "Stage 2"
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/dsoldier_h.tga, 5 ) )
blend bumpmap
highquality
}
specularmap models/characters/male_npc/soldier/dsoldier_s.tga
}
/* MARINE WITH A HELMET TO HARVEST BY BJAMES */
models/characters/male_npc/marine/dmarine_harvest
{
noSelfShadow
clamp
unsmoothedTangents
flesh
forceOverlays
deform particle soulharvest_embers
{ // 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/characters/male_npc/marine/dmarine.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/dmarine_h.tga, 5 ) )
}
specularmap models/characters/male_npc/marine/dmarine_s.tga
}
models/characters/male_npc/marine/dmarine_harvest_burn
{
noSelfShadow
clamp
unsmoothedTangents
flesh
forceOverlays
{ // 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/characters/male_npc/marine/dmarine.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/dmarine_h.tga, 5 ) )
}
specularmap models/characters/male_npc/marine/dmarine_s.tga
}
models/characters/male_npc/marine_harvest/harvest_helmet
{
noSelfShadow
collision
clamp
unsmoothedTangents
metal
forceOverlays
{ // 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)
}
{
blend diffusemap
map models/characters/sarge2/helmet.tga
//alphaTest parm6
}
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/sarge2/helmet_s.tga
}
models/characters/male_npc/marine_harvest/harvest_helmet_burn
{
noSelfShadow
collision
clamp
unsmoothedTangents
metal
forceOverlays
{ // 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)
}
{
blend diffusemap
map models/characters/sarge2/helmet.tga
//alphaTest parm6
}
bumpmap models/characters/sarge2/helmet_local.tga
specularmap models/characters/sarge2/helmet_s.tga
}
models/characters/male_npc/labcoat_harvest/dlabcoat_harvest
{
noselfShadow
clamp
unsmoothedTangents
flesh
forceOverlays
deform particle soulharvest_embers
{ // 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
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
diffusemap models/characters/male_npc/labcoat/dlabcoat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/dlabcoat_h.tga, 5 ) )
}
specularmap models/characters/male_npc/labcoat/dlabcoat_s.tga
}
models/characters/male_npc/labcoat_harvest/dlabcoat_harvest_burn
{
noselfShadow
clamp
unsmoothedTangents
flesh
forceOverlays
{ // 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
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 2 * (time - parm7)
}
diffusemap models/characters/male_npc/labcoat/dlabcoat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/labcoat/labcoat_local.tga, heightmap(models/characters/male_npc/labcoat/dlabcoat_h.tga, 5 ) )
}
specularmap models/characters/male_npc/labcoat/dlabcoat_s.tga
}
// Erebus6 Bottech Harvest
models/characters/male_npc/bot_tech/bot_tech_head_harvest
{
deform particle soulharvest_embers
noSelfShadow
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/head02/scihead02_local.tga models/characters/scientist/head02/sci02_hi.ase
{
name "Stage 1"
map models/characters/male_npc/bot_tech/bot_tech_head.tga
blend diffusemap
}
{
name "Stage 2"
map addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/male_npc/bot_tech/bot_tech_head_h.tga, 2 ) )
blend bumpmap
}
specularmap models/characters/male_npc/bot_tech/bot_tech_head_s.tga
}
models/characters/male_npc/bot_tech/bot_tech_head_burn
{
{ // 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)
}
{
name "Stage 1"
map models/characters/male_npc/bot_tech/bot_tech_head.tga
blend diffusemap
}
{
name "Stage 2"
map addnormals(models/characters/scientist/head02/scihead02_local.tga, heightmap( models/characters/male_npc/bot_tech/bot_tech_head_h.tga, 2 ) )
blend bumpmap
}
specularmap models/characters/male_npc/bot_tech/bot_tech_head_s.tga
}
models/characters/male_npc/bot_tech/bot_tech_body_harvest
{
noSelfShadow
collision
clamp
unsmoothedTangents
flesh
forceOverlays
deform particle soulharvest_embers
{ // 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/characters/male_npc/bot_tech/bot_tech_body.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/bot_tech/bot_tech_body_h.tga, 5 ) )
}
specularmap models/characters/male_npc/bot_tech/bot_tech_body_s.tga
}
models/characters/male_npc/bot_tech/bot_tech_body_burn
{
noSelfShadow
clamp
unsmoothedTangents
flesh
forceOverlays
{ // 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/characters/male_npc/bot_tech/bot_tech_body.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/bot_tech/bot_tech_body_h.tga, 5 ) )
}
specularmap models/characters/male_npc/bot_tech/bot_tech_body_s.tga
}
/* MAINT WORKER TO HARVEST BY BJAMES */
models/characters/male_npc/maint_harvest/djumpsuit_harvest
{
noSelfShadow
collision
clamp
unsmoothedTangents
flesh
forceOverlays
deform particle soulharvest_embers
{ // 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/characters/male_npc/jumpsuit/djumpsuit.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/djumpsuit_h.tga, 5 ) )
}
specularmap models/characters/male_npc/jumpsuit/djumpsuit_s.tga
}
models/characters/male_npc/maint_harvest/djumpsuit_harvest_burn
{
noSelfShadow
collision
clamp
unsmoothedTangents
flesh
forceOverlays
{ // 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/characters/male_npc/jumpsuit/djumpsuit.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/jumpsuit/jumpsuit_local.tga, heightmap(models/characters/male_npc/jumpsuit/djumpsuit_h.tga, 5 ) )
}
specularmap models/characters/male_npc/jumpsuit/djumpsuit_s.tga
}
models/characters/male_npc/hazmat_harvest/dhazmat_harvest
{
noselfShadow
collision
clamp
unsmoothedTangents
flesh
forceOverlays
deform particle soulharvest_embers
{ // 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
noclamp map models/monsters/spectre/global_dis.tga // replace this with a monster-specific texture
alphaTest 0.05 + 1.5 * (time - parm7)
}
diffusemap models/characters/male_npc/hazmat/dhazmat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/dhazmat_h.tga, 2 ) )
}
specularmap models/characters/male_npc/hazmat/dhazmat_s.tga
}
models/characters/male_npc/hazmat_harvest/dhazmat_harvest_burn
{
noselfShadow
clamp
unsmoothedTangents
flesh
forceOverlays
{ // 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/characters/male_npc/hazmat/dhazmat.tga
{
blend bumpmap
map addnormals(models/characters/male_npc/hazmat/hazmat_local.tga, heightmap(models/characters/male_npc/hazmat/dhazmat_h.tga, 2 ) )
}
specularmap models/characters/male_npc/hazmat/dhazmat_s.tga
}
models/characters/male_npc/hazmat_harvest/dvisor_harvest
{
noselfShadow
noShadows
unsmoothedTangents
translucent
deform particle soulharvest_embers
{
if ( parm7 == 0 )
maskcolor
map makealpha(models/characters/male_npc/hazmat/dvisor_a.tga)
}
{
if ( parm7 == 0 )
blend diffusemap
map models/characters/male_npc/hazmat/dvisor.tga
}
{
if ( parm7 == 0 )
blend bumpmap
map addnormals(models/characters/male_npc/hazmat/dvisor_local.tga, heightmap(models/characters/male_npc/hazmat/dvisor_h.tga, 5 ) )
}
{
if ( parm7 == 0 )
blend specularmap
map models/characters/male_npc/hazmat/dvisor_s.tga
}
{
if ( parm7 == 0 )
blend gl_dst_alpha, gl_one
cubeMap env/bland
texgen reflect
maskalpha
}
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/scientist/head03/dhead031_harvest
{
noSelfShadow
{ // 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/characters/scientist/head03/dhead03.tga
bumpmap addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/dhead03_h.tga, 7 ) )
specularmap models/characters/scientist/head03/dhead03_s.tga
}
/*
Generated by the Material Editor.
Type 'materialeditor' at the console to launch the material editor.
*/
models/characters/scientist/head03/dhead031_harvest_burn
{
noSelfShadow
{ // 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/characters/scientist/head03/dhead03.tga
bumpmap addnormals(models/characters/scientist/head03/head03_local.tga, heightmap(models/characters/scientist/head03/dhead03_h.tga, 7 ) )
specularmap models/characters/scientist/head03/dhead03_s.tga
}
textures/particles/d3xp/soul4
{
noSelfShadow
noshadows
translucent
discrete
twosided
nonsolid
noimpact
qer_editorimage textures/particles/soul4.tga
{
blend diffusemap
map textures/particles/soul4.tga
//vertexcolor
colored
}
{
blend bumpmap
map textures/particles/soul4_local.tga
colored
}
{
blend specularmap
map textures/particles/soul4_s.tga
colored
}
}
textures/particles/d3xp/soul3
{
noSelfShadow
noshadows
translucent
discrete
twosided
nonsolid
noimpact
qer_editorimage textures/particles/soul3.tga
{
blend diffusemap
map textures/particles/soul3.tga
//vertexcolor
colored
}
{
blend bumpmap
map textures/particles/soul3_local.tga
colored
}
{
blend specularmap
map textures/particles/soul3_s.tga
colored
}
}
textures/particles/d3xp/soul
{
noSelfShadow
noshadows
translucent
discrete
twosided
nonsolid
noimpact
qer_editorimage textures/particles/soul.tga
{
blend diffusemap
map textures/particles/soul.tga
//vertexcolor
colored
}
{
blend bumpmap
map textures/particles/soul_local.tga
colored
}
{
blend specularmap
map textures/particles/soul_s.tga
colored
}
}
models/characters/male_npc/labcoat/labcoat_cloud_harvest
{
deform particle soulharvest_embers
diffusemap models\characters\bedraggledsci\bedraggledsci2_d.tga
specularmap models\characters\bedraggledsci\bedraggledsci2_s.tga
bumpmap addnormals( models\characters\male_npc\labcoat\labcoat_local.tga, heightmap( models\characters\bedraggledsci\bedraggledsci2_h.tga, 4 ) )
}
models/characters/male_npc/younger_sci/younger_scihead01_harvest
{
deform particle soulharvest_embers
noSelfShadow
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/head01/scihead01_local.tga models/characters/scientist/head01/head1_hi.lwo
diffusemap models/characters/male_npc/younger_sci/younger_sci_d.tga
{
name "Stage 2"
map addnormals( models/characters/male_npc/younger_sci/younger_sci_local.tga, heightmap(models/characters/male_npc/younger_sci/younger_sci_h.tga, 7 ) )
blend bumpmap
}
specularmap models/characters/male_npc/younger_sci/younger_sci_s.tga
}
models/characters/male_npc/younger_sci/younger_scihead01_burn
{
{ // 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/characters/male_npc/younger_sci/younger_sci_d.tga
{
name "Stage 2"
map addnormals( models/characters/male_npc/younger_sci/younger_sci_local.tga, heightmap(models/characters/male_npc/younger_sci/younger_sci_h.tga, 7 ) )
blend bumpmap
}
specularmap models/characters/male_npc/younger_sci/younger_sci_s.tga
}
models/characters/male_npc/younger_sci/combover1_burn
{
{ // 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)
}
}
models/characters/male_npc/labcoat/labcoat_cloud_harvest_burn
{
{ // 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\characters\bedraggledsci\bedraggledsci2_d.tga
specularmap models\characters\bedraggledsci\bedraggledsci2_s.tga
bumpmap addnormals( models\characters\male_npc\labcoat\labcoat_local.tga, heightmap( models\characters\bedraggledsci\bedraggledsci2_h.tga, 4 ) )
}
models/characters/common/righthead01_burn
{
translucent
noshadows
deform eyeBall
sort decal
{ // 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)
}
{
blend filter
map models/characters/common/bet.tga
centerScale 0.5, 0.5
}
}
models/characters/common/lefthead01_burn
{
translucent
noshadows
deform eyeBall
sort decal
{ // 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)
}
{
blend filter
map models/characters/common/bet.tga
centerScale 0.5, 0.5
}
}
models/characters/common/teethhead01_burn
{
noShadows
noselfshadow
unsmoothedTangents
renderbump -size 128 128 -colorMap -aa 2 models/characters/common/teeth_local.tga models/characters/common/teeth_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)
}
{
blend diffusemap
map models/characters/common/teeth.tga
//alphaTest 0.2
}
bumpmap models/characters/common/teeth_local.tga
specularmap models/characters/common/teeth_s.tga
}
models/characters/scientist/head01/scihead01_burn
{
noselfShadow
clamp
flesh
forceOverlays
renderbump -size 512 512 -aa 2 models/characters/scientist/head01/scihead01_local.tga models/characters/scientist/head01/head1_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/characters/scientist/head01/scihead01.tga
{
blend bumpmap
map addnormals( models/characters/scientist/head01/scihead01_local.tga, heightmap( models/characters/scientist/head01/scihead01_h.tga, 7 ) )
}
specularmap models/characters/scientist/head01/scihead01_s.tga
}
models/characters/scientist/head02/glasses2_fx_burn
{
translucent
twosided
nonsolid
noimpact
noshadows
{ // 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)
}
{
blend filter
map models/characters/scientist/head02/glasses2_fx.tga
}
//specularmap models/characters/scientist/head02/glasses2_fx_s.tga
}
models/characters/scientist/head02/glasses2_burn
{
noselfShadow
//twosided
forceoverlays
renderbump -size 256 128 -aa 2 models/characters/scientist/head02/glasses2_local.tga models/characters/scientist/head02/glasses2_hi.ase
{
blend diffusemap
map models/characters/scientist/head02/glasses2.tga
alphaTest 0.4
}
{ // 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)
}
bumpmap models/characters/scientist/head02/glasses2_local.tga
specularmap models/characters/scientist/head02/glasses2_s.tga
}