etqw-sdk/base/materials/editor.mtr

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2008-05-29 00:00:00 +00:00
// visportal brushes stop the area flood fills in dmap and
// define portals, separating the world into areas
material textures/editor/visportal
{
qer_editorimage textures/editor/visportal.tga
areaportal
noshadows
}
material textures/editor/visportal_occluder
{
qer_editorimage textures/editor/visportal_occluder.tga
areaportal
portal occlusionQuery
noshadows
}
// This one should always be facing to the outside area
material textures/editor/outsideportal
{
qer_editorimage textures/editor/outsideportal.tga
qer_nocarve
areaportal
portal vis
portal outside
portal blockAmbient
forceshadows
onlyAtmosphereInteraction
}
material textures/editor/outsideportal_occluder
{
qer_editorimage textures/editor/outsideportal_occluder.tga
qer_nocarve
areaportal
portal vis
portal outside
portal blockAmbient
portal occlusionQuery
forceshadows
onlyAtmosphereInteraction
}
material textures/editor/ambientportal
{
qer_editorimage textures/editor/ambientportal.tga
qer_nocarve
areaportal
portal vis
portal blockAmbient
noshadows
}
material textures/editor/ambientportal_occluder
{
qer_editorimage textures/editor/ambientportal_occluder.tga
qer_nocarve
areaportal
portal vis
portal blockAmbient
portal occlusionQuery
noshadows
}
material textures/editor/playzoneportal
{
qer_editorimage textures/editor/playzoneportal.tga
qer_nocarve
areaportal
portal playzone
noshadows
}
material textures/editor/audioportal
{
qer_editorimage textures/editor/audioportal.tga
qer_nocarve
areaportal
portal audio
noshadows
}
// a caulk brush will behave as a normal solid surface
// for collision detection and utility flood filling, and
// should be used whenever you know the area isn't going to
// be visible, but it needs to be closed off for things to
// work right. Curves and models don't stop the utility
// flood filling, so you need to have solid brushes behind
// them. Setting the faces that won't ever be seen to
// caulk will save some rendering time and data space.
// This is a noimpact version for sky brushes so that
// artillery works in ETQW
material textures/editor/noimpactcaulk
{
qer_editorimage textures/editor/noimpactcaulk.tga
noshadows
noimpact
forceOpaque // will still seal levels
}
material textures/editor/shadowcaulk
{
qer_editorimage textures/editor/shadowcaulk.tga
nonsolid
forceShadows
}
// entity triggers don't need to be any particular material,
// but this is used by convention
material textures/editor/trigtooltip
{
qer_editorimage textures/editor/trigtooltip.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
}
// Occluder brush used during outside quadtree occlusion building
material textures/editor/occluder
{
qer_editorimage textures/editor/occluder.tga
qer_nocarve
occluder
noshadows
}
// A white material that doesn't write alpha
material textures/editor/white
{
qer_editorimage _white
noshadows
nonsolid
{
map _white
maskAlpha
vertexcolor
}
}
material textures/editor/soundwave
{
qer_editorimage _white
{
program trivialCinematic
soundMap waveform
}
}
// a white material that accepts ambient lighting
material textures/editor/white_ambient
{
qer_editorimage _white
noshadows
nonsolid
{
diffusemap _white
specularmap _black
bumpmap _flat
maskAlpha
vertexcolor
}
}
material textures/editor/checker_64
{
qer_editorimage textures/editor/checker/checker_64_d.tga
noshadows
nonsolid
{
diffusemap textures/editor/checker/checker_64_d.tga
specularmap textures/editor/checker/checker_64_s.tga
bumpmap textures/editor/checker/checker_64_n.tga
maskAlpha
vertexcolor
}
}
material textures/editor/checker_4_to_1
{
qer_editorimage textures/editor/checker/checker_4_to_1_d.tga
noshadows
nonsolid
{
diffusemap textures/editor/checker/checker_4_to_1_d.tga
specularmap textures/editor/checker/checker_4_to_1_s.tga
bumpmap textures/editor/checker/checker_4_to_1_n.tga
maskAlpha
vertexcolor
}
}
material textures/editor/checker_8_to_1
{
qer_editorimage textures/editor/checker/checker_8_to_1_d.tga
noshadows
nonsolid
{
diffusemap textures/editor/checker/checker_8_to_1_d.tga
specularmap textures/editor/checker/checker_8_to_1_s.tga
bumpmap textures/editor/checker/checker_8_to_1_n.tga
maskAlpha
vertexcolor
}
}
material textures/editor/checker_256
{
qer_editorimage textures/editor/checker/checker_256_d.tga
noshadows
nonsolid
{
diffusemap textures/editor/checker/checker_256_d.tga
specularmap textures/editor/checker/checker_256_s.tga
bumpmap textures/editor/checker/checker_256_n.tga
maskAlpha
vertexcolor
}
}
material textures/editor/checker_512
{
qer_editorimage textures/editor/checker/checker_512_d.tga
noshadows
nonsolid
{
diffusemap textures/editor/checker/checker_512_d.tga
specularmap textures/editor/checker/checker_512_s.tga
bumpmap textures/editor/checker/checker_512_n.tga
maskAlpha
vertexcolor
}
}
material textures/editor/terrain_preview
{
noshadows
nonsolid
{
diffusemap _white
bumpmap _flat
}
}