etqw-sdk/base/materials/sd_sfx.mtr

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2008-05-29 00:00:00 +00:00
skin deployEffect {
* textures/effects/deployEffect
}
material textures/effects/deployEffect {
noshadows
sort nearest
twoSided
{
program sfx/deploy
map "_gray"
maskcolor
maskalpha
writeDepth
}
{
program sfx/deploy
map "_white"
//"textures/effects/gridlines.tga"
color parm0, parm1, parm2, 0
blend add
writeDepth
}
{
//if cvar ( r_glDriverVendor != "ATI" )
program sfx/displace
parameters 0.5, 0 , 0, 0
blend add
cullFace front
fillMode lines 1
map _white
red parm0
green parm1
blue parm2
maskAlpha
}
translucent
}
material textures/effects/mininglaser_core
{
twoSided
{
map clamp textures/effects/mininglaser_core.tga
blend add
vertexColor
colored
}
}
material textures/effects/mininglaser_spark
{
twoSided
{
blend add
map textures/effects/mininglaser_spark.tga
vertexColor
maskAlpha
}
translucent
}
material textures/effects/desecrator_spark
{
twoSided
{
blend add
map textures/effects/desecrator_spark.tga
vertexColor
maskAlpha
}
translucent
}
material textures/effects/desecrator_bolt
{
twoSided
{
blend add
map textures/effects/desecrator_bolts.tga
scale 1, 0.125
translate time, 0
vertexColor
maskAlpha
}
translucent
}
material textures/effects/repairdrone_bolt
{
twoSided
{
blend add
map textures/effects/desecrator_bolts.tga
scale 1, 0.125
translate time * -1, 0
vertexColor
maskAlpha
}
translucent
}
material textures/effects/weapons/lgun
{
translucent
twoSided
{
blend add
map textures/effects/weapons/lgun.tga
vertexColor
rgb 0.5
scroll -5 * time, 0
scale 1,1
}
{
blend add
map textures/effects/weapons/lgun.tga
vertexColor
rgb 0.5
scroll -7.2 * time, 0
scale -1,1
}
}
material textures/effects/weapons/lgun2
{
translucent
twoSided
{
blend add
map textures/effects/weapons/lgun.tga
vertexColor
}
}
material textures/effects/weapons/lgun_smallbolt
{
translucent
twoSided
{
blend add
map textures/effects/weapons/lgun_smallbolt.tga
vertexColor
}
}
material textures/effects/vehicleDust
{
noSelfShadow
noshadows
translucent
discrete
twosided
nonsolid
noimpact
sort 10
{
blend blend
map makealpha(textures/particles/barrelpoof.tga)
vertexColor
red desat_sun_r * lightscale * 0.4
green desat_sun_g * lightscale * 0.4
blue desat_sun_b * lightscale * 0.4
// red 0.5 + sun_r * lightscale * 0.1
// green 0.5 + sun_g * lightscale * 0.1
// blue 0.5 + sun_b * lightscale * 0.1
// green sun_g * lightscale
// blue sun_b * lightscale
}
}
material textures/sfx/binoculars
{
sort postprocess
translucent
useTemplate postprocess/blur<>
// sniper scope
{
program game/scope
parameters -0.1, 0.76, 1.08, 14
red 0.81
green 0.98
blue 1
map _postProcessBuffer_1
// depthFunc always // ATI workaround
maskdepth
}
}
material textures/sfx/binoculars_old
{
/*{
program tiles_binoculars.vfp
//vertexParm 0 48, 400
vertexParm 0 8, 40, 48, 400
vertexParm 1 0.65
fragmentMap 0 _currentRender
}*/
{
map guis/assets/common/gui_scanlines
blend add
translate 0, time * -0.1
}
}
material textures/sfx/sniperScope
{
sort postprocess
translucent
useTemplate postprocess/blur<>
// sniper scope
{
program game/scope
parameters -0.15, 1, 1, 0
/*red 1
green 0.75
blue 0.55*/
red 0.81
green 0.98
blue 1
map _postProcessBuffer_1
// depthFunc always // ATI workaround
maskdepth
}
}
table signalStrength { clamp { 1.5, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1 } }
material textures/sfx/sniperScopeThirdEye
{
sort postprocess
translucent
useTemplate postprocess/blur<>
// sniper scope
{
program game/scopeStatix
parameters -0.15, 1, 1, 0
parameters2 time, signalStrength[parm5]
/*red 1
green 0.75
blue 0.55*/
red 0.81
green 0.98
blue 1
mask textures/sfx/statix.tga
map _postProcessBuffer_1
// depthFunc always // ATI workaround
maskdepth
}
}
material textures/sfx/railgunScope
{
sort postprocess
translucent
useTemplate postprocess/blur<>
// scope
{
program game/railgunScope
parameters 8, 40, 48, 400
parameters2 0.65
red 1
green 0.9
blue 0.8
map _postProcessBuffer_1
// depthFunc always // ATI workaround
maskdepth
}
{
map guis/assets/common/gui_scanlines
blend add
translate 0, time * -0.1
}
}
material textures/effects/dust2bits_heavy
{
noSelfShadow
noshadows
translucent
discrete
twosided
nonsolid
noimpact
qer_editorimage textures/effects/dustbits_heavy.tga
{
blend blend
map textures/effects/dustbits_heavy.tga
vertexcolor
colored
}
}
material textures/particles/smokecloud01
{
qer_editorimage textures/particles/smokecloud01
nonsolid
noshadows
{
blend blend
map textures/particles/smokecloud01
vertexColor
}
}
material textures/particles/sand_heavy
{
noshadows
nonsolid
{
blend blend
map clamp textures/particles/sand_heavy
vertexColor
maskAlpha
}
}
material textures/particles/sand_heavy2
{
noshadows
nonsolid
{
blend blend
map clamp textures/particles/sand_heavy2
vertexColor
maskAlpha
}
}
material textures/effects/motionblur
{
translucent
noShadows
twoSided
{
blend add
map clamp textures/effects/motionblur.tga
vertexColor
}
}
material textures/effects/motionblur_nobloom
{
translucent
noShadows
twoSided
{
blend add
map clamp textures/effects/motionblur.tga
vertexColor
maskAlpha
}
}
material textures/effects/spark
{
translucent
noShadows
twoSided
{
blend add
map clamp textures/effects/spark.tga
vertexColor
}
}
material textures/effects/spark_nobloom
{
translucent
noShadows
twoSided
{
blend add
map clamp textures/effects/spark.tga
vertexColor
maskAlpha
}
}
material textures/effects/beam
{
translucent
noShadows
twoSided
{
blend add
map clamp textures/particles/beam.tga
vertexColor
}
}
material textures/effects/beam_nobloom
{
translucent
noShadows
twoSided
{
blend add
map clamp textures/particles/beam.tga
vertexColor
maskAlpha
}
}
material textures/effects/fire_cannon
{
translucent
noShadows
twoSided
{
blend add
map clamp textures/effects/fire_cannon.tga
vertexColor
maskAlpha
}
}
material textures/effects/rocket_trail_opaque
{
nonsolid
twoSided
translucent
noshadows
{
blend blend
map textures/particles/dustcloud_opaque
vertexColor
maskAlpha
}
}
material textures/effects/circle
{
nonsolid
{
blend add
map clamp textures/effects/circle.tga
vertexColor
maskAlpha
}
}
material textures/effects/ground_bullet_impact
{
nonsolid
DECAL_MACRO
decalInfo 3 0.5 ( 1 1 1 1 ) ( 1 1 1 0 )
{
blend blend
map clamp textures/effects/ground_impact.tga
vertexColor
maskAlpha
}
}
material textures/effects/explosion_decal
{
nonsolid
DECAL_MACRO
decalInfo 4 0.5 ( 1 1 1 1 ) ( 1 1 1 0 )
{
blend blend
map clamp textures/decals/expmark1.tga
rgb decalFade[(time - Parm3)/(parm4 - parm3)]
vertexColor // oblique projections will be slightly faded down
maskAlpha
}
}
material textures/effects/dirtchunk
{
translucent
noShadows
{
blend blend
map clamp textures/effects/dirtchunk
vertexColor
}
}
material textures/effects/ninja
{
translucent
noShadows
{
blend add
map clamp textures/effects/ninja.tga
rotate time * 2
vertexColor
}
}
material textures/particles/rocketflame
{
nonsolid
noshadows
{
blend add
map textures/particles/barrelexpsmall
vertexColor
maskAlpha
}
}
material textures/particles/explosion_test1
{
nonsolid
noshadows
{
blend add
map textures/effects/explosion_test1
vertexColor
maskAlpha
}
}
material textures/particles/smoke_test1
{
noshadows
translucent
nonsolid
noatmosphere
{
blend blend
program sfx/cheap_litsmoke
map textures/effects/smoke_test1
vertexcolor
}
}
material textures/particles/smoke_test2
{
noshadows
translucent
nonsolid
noatmosphere
{
blend blend
program sfx/cheap_litsmoke
map textures/effects/smoke_test2
vertexcolor
}
}
material textures/particles/smoke_test1x
{
nonsolid
noshadows
{
//color sun_r, sun_g, sun_b, 1 // adds a sun colour tint to the smoke
blend blend
map textures/effects/smoke_test1
vertexColor
//maskAlpha
}
}
material textures/particles/trail_test
{
nonsolid
noshadows
twoSided
{
blend blend
map textures/effects/smoke_test1
vertexColor
maskAlpha
useTemplate templates/materials/outdoor_light<>
}
}
material textures/particles/emp_test
{
nonsolid
noshadows
{
blend add
map textures/effects/emp.tga
vertexColor
maskAlpha
}
}
material textures/effects/anansi_thruster_glow
{
nonsolid
noshadows
{
blend add
map textures/effects/anansi_thruster_glow
vertexColor
maskAlpha
}
}
material textures/effects/square {
nonsolid
noshadows
twoSided
{
blend add
map textures/effects/square.tga
vertexColor
maskAlpha
}
}
material textures/effects/square_blend {
nonsolid
noshadows
twoSided
{
blend blend
map textures/effects/square.tga
vertexColor
maskAlpha
}
}
material textures/effects/thruster_glow {
nonsolid
noshadows
twoSided
{
blend add
map textures/effects/anansi_thruster_glow.tga
vertexColor
maskAlpha
}
}
material textures/effects/weapons/smoke_trail {
nonsolid
noshadows
twoSided
{
blend blend
map textures/effects/weapons/smoke_trail.tga
vertexColor
maskAlpha
}
}
material textures/effects/weapons/tracer_trail {
nonsolid
noshadows
twoSided
{
blend blend
map textures/effects/weapons/tracer_trail.tga
vertexColor
maskAlpha
}
}
material textures/effects/smoke1 {
nonsolid
noshadows
twoSided
{
blend blend
map textures/effects/smoke1.tga
vertexColor
maskAlpha
}
}
material textures/effects/bloodsplat {
nonsolid
noshadows
twoSided
{
blend blend
map textures/effects/bloodsplat.tga
vertexColor
maskAlpha
}
}
material textures/effects/ssm_shockwave
{
qer_editorimage textures/particles/vpring2.tga
sort postprocess
nonsolid
translucent
{
program heatHazeWithMask
deformScroll 0
deformMagnitude 600
bumpMap textures/particles/vpring2
mask textures/particles/vpring1_alpha.tga
}
}
material textures/effects/ssm_shockwave2
{
qer_editorimage textures/particles/vpring2.tga
sort postprocess
nonsolid
translucent
twosided
{
vertexcolor
program heatHazeWithMaskAndVertex
deformScroll 0
deformMagnitude 15
bumpMap textures/particles/vpring1.tga
mask textures/particles/vpring1_alpha.tga
}
}
material textures/effects/ssm_shockwave3
{
qer_editorimage textures/particles/vpring2.tga
sort postprocess
nonsolid
translucent
twosided
{
vertexcolor
program heatHazeWithMaskAndVertex
deformScroll 0
deformMagnitude 50
bumpMap textures/particles/vpring2.tga
mask textures/particles/vpring1_alpha.tga
}
}
material textures/effects/spawn_base
{
qer_editorimage textures/particles/vpring2.tga
sort postprocess
nonsolid
translucent
{
program heatHazeWithMask
deformScroll 0
deformMagnitude 6
bumpMap textures/particles/vpring2
mask textures/particles/vpring1_alpha.tga
maskAlpha
}
}
material textures/effects/ring {
nonsolid
noshadows
twoSided
{
blend add
map textures/effects/ring.tga
vertexColor
maskAlpha
}
}
material textures/effects/large_explosion_shockwave
{
qer_editorimage textures/particles/vpring2.tga
sort postprocess
nonsolid
translucent
{
program heatHazeWithMask
deformScroll 0
deformMagnitude 18
bumpMap textures/particles/vpring2
mask textures/particles/vpring1_alpha.tga
maskAlpha
}
}
material textures/sfx/forceshield
{
qer_editorimage "textures/editor/flare.tga" //This needs to be a square texture for the normalize coords feature to work properly
surfacetype "forcefield"
forcefieldclip
noplant
translucent
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask clamp textures/sfx/shieldmask.tga
diffuseMap clamp textures/sfx/forcegradient.tga
alpha 16 - parm4 * 16
parameters time * 0.05
parameters2 0.03, 0.03
red parm5 / 4 + 0.75 - 0.125 * parm4
green parm5 / 4 + 0.75 - 0.125 * parm4
blue parm5 / 4 + 0.75 - 0.125 * parm4
textureMatrix diffuseMatrix {
scale 1, 1
}
textureMatrix maskMatrix {
translate -0.0075, -0.0075
}
}
}
skin sfx/forceshield_mega {
textures/sfx/forceshield textures/sfx/forceshield_mega
}
material textures/sfx/forceshield_mega
{
qer_editorimage "textures/editor/flare.tga" //This needs to be a square texture for the normalize coords feature to work properly
surfacetype "forcefield"
forcefieldclip
noplant
translucent
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask clamp textures/sfx/shieldmask.tga
diffuseMap clamp textures/sfx/forcegradient3.tga
alpha 16 - parm4 * 16
parameters time * 0.05
parameters2 0.03, 0.03
red parm5 / 4 + 0.75 - 0.125 * parm4
green parm5 / 4 + 0.75 - 0.125 * parm4
blue parm5 / 4 + 0.75 - 0.125 * parm4
textureMatrix diffuseMatrix {
scale 1, 1
}
textureMatrix maskMatrix {
translate -0.0075, -0.0075
}
}
}
material textures/sfx/forceshield_view
{
qer_editorimage "textures/editor/flare.tga" //This needs to be a square texture for the normalize coords feature to work properly
surfacetype "forcefield"
forcefieldclip
noplant
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask clamp textures/sfx/shieldmask.tga
diffuseMap clamp textures/sfx/forcegradient.tga
parameters time * 0.05
parameters2 0.03, 0.03
textureMatrix diffuseMatrix {
scale 1, 1
}
textureMatrix maskMatrix {
translate -0.0075, -0.0075
}
//maskAlpha
}
}
material textures/sfx/forceshield_TEST
{
qer_editorimage textures/sfx/forcefield.tga
nonsolid
twosided
water
surfaceType "forcefield"
sort refraction
translucent
forceAtmosphere
backSide textures/sfx/forceshield
{
program water/simple_cube_alpha
diffuseMap textures/sfx/forceshield_d.tga
bumpMap textures/sfx/forceshield_local.tga
map clamp highquality textures/sfx/forceshield_s.tga
//map clamp highquality textures/penta/specular.tga
environmentCubeMap cubemap env/valley
water_tint 1, 1, 1
water_distortion 2, 3, 1, 0
water_fresnel 2
water_glare 2
water_offset 0, 0, 0, 0
water_desat 0
}
}
material textures/sfx/jumppad_forcefield
{
qer_editorimage "textures/editor/flare.tga" //This needs to be a square texture for the normalize coords feature to work properly
surfacetype "forcefield"
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask textures/sfx/refresh.tga
diffuseMap clamp textures/sfx/forcegradient.tga
parameters time * 0.05
//parameters2 sinTable[ time * 0.5 ] * 0.1, cosTable[ time * 0.25 ] * 0.1
parameters2 0, 0
textureMatrix diffuseMatrix {
translate time * -0.1, 0
scale 0.3, 0.3
rotate 0.25
}
textureMatrix maskMatrix {
translate time * -0.3, 0
scale 0.3, 0.3
rotate 0.25
}
//maskAlpha
}
}
material textures/sfx/basewallshield
{
qer_editorimage "textures/sfx/basewallmask.tga" //This needs to be a square texture for the normalize coords feature to work properly
surfacetype "forcefield"
nonsolid
twosided
explosionclip
forcefieldclip
noplant
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask clamp textures/sfx/basewallmask.tga
diffuseMap clamp textures/sfx/forcegradient.tga
parameters time * 0.05
parameters2 0.2, 0.2
textureMatrix diffuseMatrix {
scale 0.5, 0.5
}
textureMatrix maskMatrix {
translate 0, 0
}
//maskAlpha
}
}
material textures/sfx/basewallshield2
{
qer_editorimage "textures/sfx/basewallmask.tga" //This needs to be a square texture for the normalize coords feature to work properly
surfacetype "forcefield"
nonsolid
twosided
explosionclip
forcefieldclip
noplant
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask clamp textures/sfx/basewallmask.tga
diffuseMap clamp textures/sfx/forcegradient2.tga
parameters time * 0.05
parameters2 0.2, 0.2
textureMatrix diffuseMatrix {
scale 0.5, 0.5
}
textureMatrix maskMatrix {
translate 0, 0
}
//maskAlpha
}
}
material textures/sfx/forceripple
{
qer_editorimage "textures/editor/flare.tga"
twosided
{
blend add
vertexcolor
program sfx/stroggForceField
map highquality textures/sfx/forcefield.tga
mask highquality clamp textures/sfx/forceripple.tga
diffuseMap clamp textures/sfx/forcegradient.tga
parameters time * 0.02
parameters2 0.2, 0.2
textureMatrix diffuseMatrix {
scale 0.1, 0.1
}
textureMatrix maskMatrix {
translate 0, 0
}
colorModulate 1,1,1,1
colorAdd 0,0,0,0
maskAlpha
}
}
material textures/sfx/forcebolt
{
qer_editorimage "textures/editor/flare.tga"
twosided
{
blend add
map textures/sfx/forcebolt.tga
}
}
material textures/sfx/forcebolt_sparktrail
{
noshadows
translucent
nonsolid
twosided
{
blend add
maskalpha
map textures/sfx/forcegradient.tga
vertexcolor
rotate 0.25
}
}
material textures/sfx/teleportcloud
{
noshadows
translucent
nonsolid
twosided
{
blend filter
program sfx/blendFilterFade
maskDepth
maskalpha
map textures/particles/teleportcloud.tga
vertexcolor
}
}
material textures/sfx/teleportmodel
{
qer_editorimage "textures/editor/flare.tga" //This needs to be a square texture for the normalize coords feature to work properly
surfacetype "forcefield"
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask textures/common/gray.tga
diffuseMap clamp textures/sfx/forcegradient.tga
parameters time * 0.05
//parameters2 sinTable[ time * 0.5 ] * 0.1, cosTable[ time * 0.25 ] * 0.1
parameters2 0, 0
/*textureMatrix diffuseMatrix {
translate time * -0.1, 0
scale 0.3, 0.3
rotate 0.25
}
textureMatrix maskMatrix {
translate time * -0.3, 0
scale 0.3, 0.3
rotate 0.25
} */
vertexcolor
}
}
material textures/sfx/forceshield_spawn
{
nonsolid
noshadows
twoSided
{
blend add
program sfx/stroggForceField
map textures/sfx/forcefield_spawn.tga
mask textures/sfx/shieldmask_spawn.tga
diffuseMap clamp textures/sfx/forcegradient_spawn.tga
parameters time * 0.05
parameters2 0.2, 0.2
textureMatrix diffuseMatrix
{
translate 0, time * -0.5
scale 1, 2.5
}
textureMatrix maskMatrix
{
translate wavtable[ time * 0.025 ], time * -0.25
scale 0.75, 0.75
}
vertexcolor
}
}