doom3-bfg/base/def/johnc.def
2022-08-27 13:19:29 +02:00

81 lines
1.7 KiB
Modula-2

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