166 lines
2.3 KiB
Plaintext
166 lines
2.3 KiB
Plaintext
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material textures/glass/dirty_window
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{
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noSelfShadow
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noshadows
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twosided
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translucent
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surfaceType "glass"
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forceoverlays
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sort decal
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{
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maskcolor
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map makealpha(textures/glass/dirty_window_mask1.tga)
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}
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{
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blend gl_dst_alpha, gl_one
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maskalpha
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program sfx/cubemap
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red Parm0
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green Parm1
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blue Parm2
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}
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{
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blend filter
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map textures/glass/dirty_window2.tga
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}
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}
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material textures/glass/dirty_window_cockpit
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{
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noSelfShadow
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noshadows
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twosided
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translucent
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surfaceType "glass"
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forceoverlays
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sort 99
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{
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maskcolor
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map makealpha(textures/glass/dirty_window_mask1.tga)
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}
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{
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blend gl_dst_alpha, gl_one
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maskalpha
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program sfx/cubemap
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red Parm0
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green Parm1
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blue Parm2
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}
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{
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blend filter
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map textures/glass/dirty_window2.tga
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}
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}
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material window01
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{
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noSelfShadow
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noshadows
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//twosided
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translucent
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surfaceType "glass"
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forceoverlays
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sort decal
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{
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maskcolor
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map makealpha(textures/glass/dirty_window_mask.tga)
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}
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{
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blend gl_dst_alpha, gl_one
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maskalpha
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program sfx/cubemap
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red Parm0
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green Parm1
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blue Parm2
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}
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{
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blend filter
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map textures/glass/dirty_window.tga
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}
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}
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material window02
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{
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noSelfShadow
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noshadows
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//twosided
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translucent
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surfaceType "glass"
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forceoverlays
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sort decal
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{
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maskcolor
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map makealpha(textures/glass/dirty_window_mask.tga)
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}
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{
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blend gl_dst_alpha, gl_one
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maskalpha
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program sfx/cubemap
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red Parm0
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green Parm1
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blue Parm2
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}
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{
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blend filter
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map textures/glass/dirty_window.tga
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}
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}
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material window_cabinet
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{
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noSelfShadow
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noshadows
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//twosided
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translucent
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surfaceType "glass"
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forceoverlays
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sort decal
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{
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maskcolor
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map makealpha(textures/glass/dirty_window_mask1.tga)
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}
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{
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blend gl_dst_alpha, gl_one
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maskalpha
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program sfx/cubemap
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red Parm0
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green Parm1
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blue Parm2
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}
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{
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blend filter
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map textures/glass/dirty_window1.tga
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}
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}
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material textures/glass/glass_floor_strogg
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{
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twosided
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useTemplate templates/windowglass_mask <
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textures/glass/glass_floor_strogg_d.tga,
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_flat,
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_white,
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2, 1, 0.2
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>
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{
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blend blend
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depthfunc less
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map textures/glass/glass_floor_strogg_dirt.tga
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}
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}
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