etqw-sdk/base/materials/invisible.mtr

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2008-05-29 00:00:00 +00:00
// none of the surfaces in this file generate visible drawing,
// they are just for modifying the game and utility behavior
// surfaces without stages will never get marks, so they
// don't need to explicitly specify noOverlays
// when gui surfaces are placed on an entity to allow them to be
// interactive, use this surface for the view screen and place
// a "gui" key containing the gui file, like "guis/mainmenu.gui"
// on the entity
material textures/common/entityGui {
qer_editorimage textures/editor/entityGui.tga
discrete
guiSurf entity
surfaceType "metal"
}
// when gui surfaces are placed on an entity to allow them to be
// interactive, use this surface for the view screen and place
// a "gui" key containing the gui file, like "guis/mainmenu.gui"
// on the entity
material textures/common/entityGui2 {
qer_editorimage textures/editor/entityGui2.tga
discrete
guiSurf entity2
surfaceType "metal"
}
// when gui surfaces are placed on an entity to allow them to be
// interactive, use this surface for the view screen and place
// a "gui" key containing the gui file, like "guis/mainmenu.gui"
// on the entity
material textures/common/entityGui3 {
qer_editorimage textures/editor/entityGui3.tga
discrete
guiSurf entity3
surfaceType "metal"
}
// 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.
material textures/common/caulk
{
qer_editorimage textures/common/caulk.tga
noshadows
forceOpaque // will still seal levels
noareas // don't create AAS areas on these surfaces
}
// nodraw is used for surfaces that don't have any automatic
// interaction with anything
material textures/common/nodraw
{
qer_editorimage textures/common/nodraw.tga
nonsolid
noshadows
}
// nodraw solid is used for surfaces that are not visible but are used to collide with
material textures/common/nodrawsolid
{
qer_editorimage textures/common/nodrawsolid.tga
forceOpaque
noshadows
}
material textures/common/nodrawsolid_metal
{
qer_editorimage textures/common/nodrawsolid_metal.tga
surfacetype "metal"
forceOpaque
noshadows
}
material textures/common/shadow
{
qer_editorimage textures/common/shadow.tga
nonsolid
forceshadows
forceopaque
vertexPositionOnly
}
material textures/common/shadowcollision
{
qer_editorimage textures/editor/shadowcollision.tga
forceshadows
collision
vertexPositionOnly
}
// Invisible Shadow 2
material textures/common/shadow2
{
qer_editorimage textures/common/shadow.tga
nonsolid
forceshadows
noselfshadow
vertexPositionOnly
}
material textures/common/shadow3
{
qer_editorimage textures/common/shadow.tga
nonsolid
forceshadows
vertexPositionOnly
}
// Invisible Shadow Player
material textures/common/shadow_player
{
qer_editorimage textures/common/shadow.tga
//nonsolid
collision
forceshadows
shadowcollision
noselfshadow
vertexPositionOnly
}
material textures/common/shadow_vehicle
{
shadowcollision
qer_editorimage textures/common/shadow.tga
nonsolid
forceshadows
noselfshadow
vertexPositionOnly
}
// Invisible
material textures/common/invisible
{
qer_editorimage textures/common/shadow.tga
noshadows
vertexPositionOnly
}
// trigger entities use this material
material textures/common/trigger
{
qer_editorimage textures/common/trigger.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
material textures/common/crosshairtrigger
{
qer_editorimage textures/common/trigger.tga
qer_nocarve
noshadows
crosshairclip
}
// trigger entities use this material
material textures/common/trigmulti
{
qer_editorimage textures/common/trigmulti.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trigonce
{
qer_editorimage textures/common/trigonce.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trigtimer
{
qer_editorimage textures/common/trigtimer.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trigrelay
{
qer_editorimage textures/common/trigrelay.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trighurt
{
qer_editorimage textures/common/trighurt.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trigfade
{
qer_editorimage textures/common/trigfade.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/triggui
{
qer_editorimage textures/common/triggui.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trigair
{
qer_editorimage textures/common/trigair.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trigentityname
{
qer_editorimage textures/common/trigentityname.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// trigger entities use this material
material textures/common/trigentityname_once
{
qer_editorimage textures/common/trigentityname_once.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
trigger
}
// nodrop is a volume modifier that is tested
// before dropping items, used to keep items
// from cluttering up death pits
material textures/common/nodrop
{
qer_editorimage textures/common/nodrop.tga
qer_nocarve
nodrop
nonsolid
noshadows
}
// a cushion is an invisible surface that is
// solid to movement, but will never give falling
// damage. Put a thin sliver brush over jump pads, etc.
material textures/common/cushion
{
qer_editorimage textures/common/cushion.tga
nodamage
noshadows
}
// slick is an invisible surface that should be
// used as a thin sliver brush over floors to cause sliding
material textures/common/slick
{
qer_editorimage textures/common/slick.tga
slick
noshadows
}
// noimpact can be used as a thin sliver
// brush over surfaces that you want missiles to
// just dissapear into, instead of exploding on
material textures/common/noimpact
{
qer_editorimage textures/common/noimpact.tga
noimpact
noshadows
}
// subviews are for perfect mirrors or portals
// without any extra surface drawing
material textures/common/mirror
{
discrete // never merge with other surfaces
qer_editorimage textures/common/qer_mirror.tga
mirror
{
blend add
map textures/common/qer_mirror.tga
}
}
// this is used during dmap development for some things
material invisible
{
noshadows
vertexPositionOnly
}
// a ladder brush is solid to players and monsters, but not missiles (11/06/01)
// players can climb ladder brushes
material textures/common/ladder
{
qer_editorimage textures/common/ladder.tga
nonsolid
collision
playerclip
flyerhiveclip
noimpact
ladder
noshadows
}
material textures/common/speaker
{
qer_editorimage textures/common/speaker.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
}
material textures/common/particle
{
qer_editorimage textures/common/particle.tga
qer_nocarve // don't let an awry CSG operation cut it up
noshadows
}
material textures/common/overdrawtest
{
noselfShadow
noshadows
translucent
{
writeDepth
blend filter
map textures/common/overdraw.tga
}
}
material textures/common/blockwater
{
noselfShadow
noshadows
translucent // Don't do a black z-fill
sort refractable // Render before the water plane
{
writeDepth // Write depth so water plane gets z-culled
maskColor // Invisible otherwise
map _white
}
}