q3rally/baseq3r/scripts/q3r_grandcanyon.shader

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textures/q3r_grandcanyon/evergreen
{
cull none
deformVertexes autosprite2
surfaceparm trans
surfaceparm alphashadow
surfaceparm solid
qer_editorimage textures/bergburg/evergreen
{
map textures/bergburg/evergreen.tga
alphaFunc GE128
//blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
{
map $lightmap
rgbGen identity
blendFunc filter
depthfunc equal
}
}
textures/q3r_grandcanyon/concrete
{
Surfaceparm nolightmap //signifies vertex lighting only.
// Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain.
q3map_forcesunlight
surfaceparm SURF_ASPHALT
qer_editorimage textures/q3r_grandcanyon/concrete
{
tcmod scale 0.5 0.5
map textures/q3r_grandcanyon/concrete.jpg
}
{
map $lightmap
rgbGen identity
blendFunc filter
depthfunc equal
}
}
textures/q3r_grandcanyon/pjrock1
{
surfaceparm SURF_GRAVEL
Surfaceparm nolightmap //signifies vertex lighting only.
// Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain.
q3map_forcesunlight
qer_editorimage textures/stone/pjrock1
{
rgbgen vertex
tcmod scale 0.5 0.5
map textures/stone/pjrock1.jpg
}
}
textures/q3r_grandcanyon/pjrock16
{
surfaceparm SURF_DIRT
Surfaceparm nolightmap //signifies vertex lighting only.
// Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain.
q3map_forcesunlight
qer_editorimage textures/q3r_grandcanyon/pjrock16-1b
{
rgbgen vertex
tcmod scale 0.5 0.5
map textures/q3r_grandcanyon/pjrock16-1b.jpg
}
}
textures/q3r_grandcanyon/pjrock21
{
Surfaceparm nolightmap //signifies vertex lighting only.
// Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain.
q3map_forcesunlight
surfaceparm SURF_DIRT
qer_editorimage textures/q3r_grandcanyon/pjrock21b
{
rgbgen vertex
tcmod scale 0.5 0.5
map textures/q3r_grandcanyon/pjrock21b.jpg
}
}
textures/q3r_grandcanyon/pjrock16-1
{
Surfaceparm nolightmap //signifies vertex lighting only.
// Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain.
q3map_forcesunlight
surfaceparm SURF_DIRT
{
rgbgen vertex
tcmod scale 0.5 0.5
map textures/q3r_grandcanyon/pjrock16-1.jpg
}
}
textures/q3r_grandcanyon/pjrock16-21
{
Surfaceparm nolightmap //signifies vertex lighting only.
// Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain.
q3map_forcesunlight
surfaceparm SURF_DIRT
{
rgbgen vertex
tcmod scale 0.5 0.5
map textures/q3r_grandcanyon/pjrock16-21.jpg
}
}
textures/q3r_grandcanyon/pjrock21-1
{
Surfaceparm nolightmap //signifies vertex lighting only.
// Q3map_novertexshadows //this is what keeps those caulk vis blockers from causing ugly shadows to form on your terrain.
q3map_forcesunlight
surfaceparm SURF_DIRT
{
rgbgen vertex
tcmod scale 0.5 0.5
map textures/q3r_grandcanyon/pjrock21-1.jpg
}
}
textures/q3r_grandcanyon/fog
{
qer_editorimage textures/sfx/fog_grey.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
surfaceparm nodrop
// q3map_surfacelight 100
fogparms ( .85 .8 .8 ) 500
}
textures/q3r_grandcanyon/water
{
qer_editorimage textures/q3r_grandcanyon/water
qer_trans .6
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm SURF_WET
cull disable
// deformVertexes wave 200 triangle 0 4 0.0 2.0
//deformVertexes wave 100 sawtooth 3 3 0.5 0.5
{
map textures/q3r_grandcanyon/water.jpg
blendfunc gl_one gl_zero
tcmod turb 0 0.1 0 0.2
}
{
map textures/liquids/pool2.tga
blendfunc gl_one gl_one
tcMod turb 0 .2 0 .1
tcMod scroll 0.1 0.3
}
{
map $lightmap
blendFunc GL_dst_color GL_zero
rgbgen identity
}
}
textures/q3r_grandcanyon/sky
{
qer_editorimage env/q3r_grandcanyon/desert_ft
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sun .5 .37 .19 85 317 33
q3map_surfacelight 120
//q3map_backsplash -1
skyparms env/q3r_grandcanyon/desert - -
}