etqw-sdk/base/templates/effects.template

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2008-05-29 00:00:00 +00:00
template templates/materials/effect_sprite
{
parameters < TextureParm, BlendMode = "add" >
text {
nonsolid
noshadows
{
blend BlendMode
map TextureParm
vertexColor
maskAlpha
}
}
}
template templates/materials/animate_clamp
{
parameters< NumFrames, DurationInSec >
text {
scale 1 / NumFrames , 1
scroll tableClampNumFrames[ (time + parm4 ) * ( 1 / DurationInSec ) ] , 0
}
}
template templates/materials/animate
{
parameters< NumFrames, DurationInSec >
text {
scale 1 / NumFrames , 1
scroll tableNumFrames[ (time + parm4 ) * ( 1 / DurationInSec ) ] , 0
}
}
// This one doesn't have an "NumFrames" option, the number of frames should be set in the particle editor using the
// "select random frame" option.
template templates/materials/animate_randomstart
{
parameters< NumFrames, DurationInSec >
text {
scroll tableNumFrames[ (time + parm4 ) * ( 1 / DurationInSec ) ] * ( 1 / NumFrames ) , 0
}
}
template templates/materials/animate_rows
{
parameters< NumColumns, NumRows, DurationInSec >
text {
scale 1 / NumColumns , 1 / NumRows
scroll tableNumColumnsxNumRows_column[ (time + parm4 ) * ( 1 / DurationInSec ) ] , tableNumColumnsxNumRows_row[ (time + parm4 ) * ( 1 / DurationInSec ) ]
}
}
template templates/materials/outdoor_light
{
parameters< >
text {
red sun_r
green sun_g
blue sun_b
}
}
template templates/materials/smoke_lit
{
parameters < diffuseMapIN, normalMapIN, numLights >
// Shared between all lit smokes
text {
diffuseMap diffuseMapIN
bumpMap normalMapIN
parameters 0, 0, 0, 0
}
// Depends on the number of lights used
// Pretty syntax!
commands {
if( numLights == "0" ) { append {
program sfx/litsmoke
}}
if( numLights == "1" ) { append {
program sfx/litsmoke_1
}}
if( numLights == "2" ) { append {
program sfx/litsmoke_2
}}
if( numLights == "3" ) { append {
program sfx/litsmoke_2
}}
if( numLights == "4" ) { append {
program sfx/litsmoke_3
}}
}
}
template templates/materials/smoketrail_lit
{
parameters < diffuseMapIN, normalMapIN, numLights, scrollFactor >
// Shared between all lit smokes
text {
diffuseMap diffuseMapIN
bumpMap highquality normalMapIN
parameters scrollFactor, -1
}
// Depends on the number of lights used
// Pretty syntax!
commands {
if( numLights == "0" ) { append {
program sfx/littrail
}}
if( numLights == "1" ) { append {
program sfx/littrail_1
}}
if( numLights == "2" ) { append {
program sfx/littrail_2
}}
if( numLights == "3" ) { append {
program sfx/littrail_3
}}
if( numLights == "4" ) { append {
program sfx/littrail_4
}}
}
}
template spawnHostPass
{
parameters< >
text {
{
//blend add
blend GL_DST_COLOR, GL_SRC_COLOR
program sfx/stroggForceField
map textures/sfx/forcefield.tga
mask clamp textures/common/gray.tga
diffuseMap clamp textures/sfx/spawnhostgradient.tga
parameters time * 0.005
parameters2 0.2, 0.2
textureMatrix diffuseMatrix {
scale 0.5, 0.5
}
textureMatrix maskMatrix {
translate 0, 0
}
//maskAlpha
}
}
}