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 - - }