etqw-sdk/base/materials/window.mtr

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2008-05-29 00:00:00 +00:00
template templates/lab_walls {
parameters <
DiffuseImageParam, // Alpha channel defines the "dirty" bits where no glass should be drawn
BumpImageParam,
SpecularImageParam,
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
{
blend blend
program sfx/windowglass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
environmentCubeMap cubemap env/mart_window_lab
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass {
parameters <
DiffuseImageParam, // Alpha channel defines the "dirty" bits where no glass should be drawn
BumpImageParam,
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
diffusemap DiffuseImageParam
bumpmap BumpImageParam
surfacetype glass
{
blend blend
program sfx/windowglass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass_mask {
parameters <
DiffuseImageParam, // Alpha channel defines the transparent bits
BumpImageParam,
MaskImageParam, // Grayscale defining the dirty bits
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
sort medium
{
diffusemap DiffuseImageParam
bumpmap BumpImageParam
alphaTest 0.5
}
{
blend blend
program sfx/windowglass_mask
mask MaskImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
// With specular and reflection map
template templates/windowglass_specular {
parameters <
DiffuseImageParam, // Alpha channel defines the "dirty" bits where no glass should be drawn
BumpImageParam,
SpecularImageParam,
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
{
blend blend
program sfx/windowglass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass_specular_vcol {
parameters <
DiffuseImageParam, // Alpha channel defines the "dirty" bits where no glass should be drawn
BumpImageParam,
SpecularImageParam,
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
{
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
vertexColor
}
{
blend blend
program sfx/windowglass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
vertexColor
}
}
}
template templates/windowglass_specular_biodome {
parameters <
DiffuseImageParam, // Alpha channel defines the "dirty" bits where no glass should be drawn
BumpImageParam,
SpecularImageParam,
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
{
blend blend
program sfx/windowglass
diffusemap DiffuseImageParam
bumpmap BumpImageParam
environmentCubeMap cubemap env/ark/biodome_outside
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass_mask_specular {
parameters <
DiffuseImageParam, // Alpha channel defines the transparent bits
SpecularImageParam,
BumpImageParam,
MaskImageParam, // Grayscale defining the dirty bits
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
sort medium
{
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
alphaTest 0.5
}
{
blend blend
program sfx/windowglass_mask
mask MaskImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass_mask_specular1 {
parameters <
DiffuseImageParam, // Alpha channel defines the transparent bits
SpecularImageParam,
BumpImageParam,
MaskImageParam, // Grayscale defining the dirty bits
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
sort medium
{
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
alphaTest 0.9
}
{
blend blend
program sfx/windowglass_mask
mask MaskImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass_mask_specular2 {
parameters <
DiffuseImageParam, // Alpha channel defines the transparent bits
SpecularImageParam,
BumpImageParam,
MaskImageParam, // Grayscale defining the dirty bits
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
sort medium
{
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
alphaTest 0.5
}
{
blend blend
program sfx/windowglass_mask
mask MaskImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass_mask_specular_cc {
parameters <
DiffuseImageParam, // Alpha channel defines the transparent bits
SpecularImageParam,
BumpImageParam,
MaskImageParam, // Grayscale defining the dirty bits
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
sort medium
{
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
alphaTest 0.5
}
{
blend blend
program sfx/windowglass_mask
mask MaskImageParam
bumpmap BumpImageParam
environmentCubeMap cubemap env/cc
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
}
}
template templates/windowglass_simple {
parameters <
BumpImageParam, // Bumpmap to use for reflections
MaskImageParam, // Mask to control the reflection strength
DirtImageParam, // Dirtmap to use
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfaceType "glass"
noSelfShadow
noshadows
translucent
forceoverlays
{
blend blend
program sfx/windowglass_mask
diffusemap MaskImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
{
blend blend
map DirtImageParam
// Mix in sun color so it looks all right with diff atms
red desat_sun_r * lightscale * 0.4
green desat_sun_g * lightscale * 0.4
blue desat_sun_b * lightscale * 0.4
//color sun_r, sun_g, sun_b, 1
}
}
}
template templates/windowglass_everything {
parameters <
DiffuseImageParam, // Alpha channel defines the transparent bits
SpecularImageParam,
BumpImageParam,
MaskImageParam, // Grayscale defining the dirty bits
DirtImageParam, // Grayscale defining the dirty bits
ReflectionPower, // How angle dependent the reflection is
ReflectionBrightness, // Muliply the reflection cubemap with this brightness value
BaseReflection // Always reflect with this amount even if looking straight at the surface
>
text {
surfacetype glass
sort medium
{
diffusemap DiffuseImageParam
bumpmap BumpImageParam
specularmap SpecularImageParam
alphaTest 0.5
}
{
blend blend
program sfx/windowglass_mask
mask MaskImageParam
bumpmap BumpImageParam
parameters ReflectionPower, ReflectionBrightness, BaseReflection
}
{
blend blend
map DirtImageParam
// Mix in sun color so it looks all right with diff atms
//color sun_r, sun_g, sun_b, 1
red desat_sun_r * lightscale * 0.4
green desat_sun_g * lightscale * 0.4
blue desat_sun_b * lightscale * 0.4
}
}
}
material textures/concrete/lab_wall
{
useTemplate templates/lab_walls <
textures/concrete/wall_lab_5_d.tga,
textures/concrete/wall_lab_5_local.tga,
textures/concrete/wall_lab_5_s.tga,
2, 1.0, 0.3
>
}
material textures/concrete/lab_wall6
{
diffusemap picmip -1 textures/concrete/wall_lab_6_d.tga
bumpmap picmip -1 textures/concrete/wall_lab_6_local.tga
specularmap picmip -1 textures/concrete/wall_lab_6_s.tga
}
material textures/concrete/lab_wall7
{
useTemplate templates/lab_walls <
textures/concrete/wall_lab_7_d.tga,
textures/concrete/wall_lab_7_local.tga,
textures/concrete/wall_lab_7_s.tga,
2, 1.0, 0.3
>
}
material textures/concrete/lab_wall8
{
useTemplate templates/lab_walls <
textures/concrete/wall_lab_8_d.tga,
textures/concrete/wall_lab_8_local.tga,
textures/concrete/wall_lab_8_s.tga,
2, 1.0, 0.3
>
}
material textures/window/window01
{
useTemplate templates/windowglass <
textures/window/window01_d.tga,
textures/window/window01_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window01_boarded
{
useTemplate templates/windowglass <
textures/window/window01_boarded_d.tga,
textures/window/window01_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window02
{
useTemplate templates/windowglass <
textures/window/window02_d.tga,
textures/window/window02_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window02_boarded
{
useTemplate templates/windowglass <
textures/window/window02_boarded_d.tga,
textures/window/window02_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window03
{
useTemplate templates/windowglass <
textures/window/window03_d.tga,
textures/window/window03_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window04
{
useTemplate templates/windowglass <
textures/window/window04_d.tga,
textures/window/window04_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window05
{
useTemplate templates/windowglass <
textures/window/window05_d.tga,
textures/window/window05_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window06
{
useTemplate templates/windowglass <
textures/window/window06_d.tga,
textures/window/window06_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window07
{
useTemplate templates/windowglass <
textures/window/window07_d.tga,
textures/window/window07_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window07_boarded
{
useTemplate templates/windowglass <
textures/window/window07_boarded_d.tga,
textures/window/window07_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window07_boarded_framed
{
useTemplate templates/windowglass <
textures/window/window07_boarded_framed_d.tga,
textures/window/window07_framed_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window08
{
useTemplate templates/windowglass <
textures/window/window08_d.tga,
textures/window/window08_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window08_boarded
{
useTemplate templates/windowglass <
textures/window/window08_boarded_d.tga,
textures/window/window08_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window08_boarded_framed
{
useTemplate templates/windowglass <
textures/window/window08_boarded_framed_d.tga,
textures/window/window08_framed_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window09
{
useTemplate templates/windowglass <
textures/window/window09_d.tga,
textures/window/window09_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window09_framed
{
useTemplate templates/windowglass <
textures/window/window09_framed_d.tga,
textures/window/window09_framed_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window10
{
useTemplate templates/windowglass <
textures/window/window10_d.tga,
textures/window/window10_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window11
{
diffusemap textures/window/window11_d.tga
bumpmap textures/window/window11_local.tga
}
material textures/window/window12
{
useTemplate templates/windowglass <
textures/window/window12_d.tga,
textures/window/window12_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window13
{
useTemplate templates/windowglass <
textures/window/window13_d.tga,
textures/window/window13_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window14
{
useTemplate templates/windowglass <
textures/window/window14_d.tga,
textures/window/window14_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window15
{
useTemplate templates/windowglass <
textures/window/window15_d.tga,
textures/window/window15_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window16
{
useTemplate templates/windowglass <
textures/window/window16_d.tga,
textures/window/window16_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window16_256
{
useTemplate templates/windowglass <
textures/window/window16_256_d.tga,
textures/window/window16_256_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window16b
{
useTemplate templates/windowglass <
textures/window/window16b_d.tga,
textures/window/window16b_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window16c
{
useTemplate templates/windowglass <
textures/window/window16c_d.tga,
textures/window/window16c_local.tga,
2, 1.4, 0.5
>
}
material textures/window/window16c_framed
{
//nonsolid
noShadows
translucent
surfacetype glass
useTemplate templates/windowglass_mask <
"picmip -1 textures/window/window16c_framed_d.tga",
"picmip -2 textures/window/window16c_framed_local.tga",
"picmip -1 textures/window/window16c_framed_mask.tga",
0.5, 1.05, 0.9
>
}
material textures/window/window16c_framed_glowing
{
//nonsolid
noShadows
translucent
sort medium
surfacetype glass
{
diffusemap picmip -1 textures/window/window16c_framed_d.tga
bumpmap picmip -2 textures/window/window16c_framed_local.tga
alphaTest 0.5
}
{
program addVertexColorCoverageFogged
blend add
map picmip -1 textures/window/window16c_framed_add.tga
colored
vertexcolor
}
}
material textures/window/window16d
{
useTemplate templates/windowglass <
textures/window/window16_128_d.tga,
textures/window/window16_128_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window17
{
useTemplate templates/windowglass <
textures/window/window17_d.tga,
textures/window/window17_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window18
{
useTemplate templates/windowglass <
textures/window/window18_d.tga,
textures/window/window18_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window19
{
useTemplate templates/windowglass <
textures/window/window19_d.tga,
textures/window/window19_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window20
{
useTemplate templates/windowglass <
textures/window/window20_d.tga,
textures/window/window20_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window21
{
useTemplate templates/windowglass <
textures/window/window21_d.tga,
textures/window/window21_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window22
{
useTemplate templates/windowglass <
textures/window/window22_d.tga,
textures/window/window22_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window23
{
useTemplate templates/windowglass <
textures/window/window23_d.tga,
textures/window/window23_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window23_framed
{
useTemplate templates/windowglass <
textures/window/window23_framed_d.tga,
textures/window/window23_framed_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window23_broken_framed
{
useTemplate templates/windowglass <
textures/window/window23_broken_framed_d.tga,
textures/window/window23_broken_framed_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window24
{
useTemplate templates/windowglass <
textures/window/window24_d.tga,
textures/window/window24_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window25
{
useTemplate templates/windowglass <
textures/window/window25_d.tga,
textures/window/window25_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window26
{
useTemplate templates/windowglass <
textures/window/window26_d.tga,
textures/window/window26_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window27
{
useTemplate templates/windowglass <
textures/window/window27_d.tga,
textures/window/window27_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window27_framed
{
useTemplate templates/windowglass <
textures/window/window27_framed_d.tga,
textures/window/window27_framed_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window28
{
useTemplate templates/windowglass <
textures/window/window28_d.tga,
textures/window/window28_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window29
{
{
diffuseMap textures/window/window29_d.tga
bumpmap textures/window/window29_local.tga
//specularmap textures/window/window29_s.tga
alphaTest 0.5
}
}
material textures/window/churchwindow01
{
useTemplate templates/windowglass <
textures/window/churchwindow01_d.tga,
textures/window/churchwindow01_local.tga,
2, 1.0, 0.3
>
}
material textures/window/churchwindow02
{
useTemplate templates/windowglass <
textures/window/churchwindow02_d.tga,
textures/window/churchwindow02_local.tga,
2, 1.0, 0.3
>
}
material textures/window/window13_broken1
{
useTemplate templates/windowglass_mask <
textures/window/window13_broken1_d.tga,
textures/window/window13_local.tga,
textures/window/window13_broken1_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window13_broken2
{
useTemplate templates/windowglass_mask <
textures/window/window13_broken2_d.tga,
textures/window/window13_local.tga,
textures/window/window13_broken2_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window13_broken3
{
useTemplate templates/windowglass_mask <
textures/window/window13_broken3_d.tga,
textures/window/window13_local.tga,
textures/window/window13_broken3_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window14_broken1
{
useTemplate templates/windowglass_mask <
textures/window/window14_broken1_d.tga,
textures/window/window14_local.tga,
textures/window/window14_broken1_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window14_broken2
{
useTemplate templates/windowglass_mask <
textures/window/window14_broken2_d.tga,
textures/window/window14_local.tga,
textures/window/window14_broken2_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window14_broken3
{
useTemplate templates/windowglass_mask <
textures/window/window14_broken3_d.tga,
textures/window/window14_local.tga,
textures/window/window14_broken3_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window13_broken1_NS
{
twosided
nonsolid
useTemplate templates/windowglass_mask <
textures/window/window13_broken1_d.tga,
textures/window/window13_local.tga,
textures/window/window13_broken1_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window13_broken2_NS
{
twosided
nonsolid
useTemplate templates/windowglass_mask <
textures/window/window13_broken2_d.tga,
textures/window/window13_local.tga,
textures/window/window13_broken2_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window13_broken3_NS
{
twosided
nonsolid
useTemplate templates/windowglass_mask <
textures/window/window13_broken3_d.tga,
textures/window/window13_local.tga,
textures/window/window13_broken3_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window14_broken1_NS
{
twosided
nonsolid
useTemplate templates/windowglass_mask <
textures/window/window14_broken1_d.tga,
textures/window/window14_local.tga,
textures/window/window14_broken1_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window14_broken2_NS
{
twosided
nonsolid
useTemplate templates/windowglass_mask <
textures/window/window14_broken2_d.tga,
textures/window/window14_local.tga,
textures/window/window14_broken2_mask.tga
2, 1.0, 0.3
>
}
material textures/window/window14_broken3_NS
{
twosided
nonsolid
useTemplate templates/windowglass_mask <
textures/window/window14_broken3_d.tga,
textures/window/window14_local.tga,
textures/window/window14_broken3_mask.tga
2, 1.0, 0.3
>
}
//STROGG WINDOWS
material textures/window/stroggwindow_01
{
useTemplate templates/windowglass_mask <
textures/window/stroggwindow_01_d.tga,
textures/window/stroggwindow_01_local.tga,
textures/window/stroggwindow_01_mask.tga,
2, 1.0, 0.3
>
{
blend blend
depthfunc less
map textures/window/stroggwindow_01_dirt.tga
}
}
material texturesheets/ark/ark_window
{
nonsolid
useTemplate templates/windowglass_mask <
"picmip -1 texturesheets/ark/glass_ark_1_d.tga",
"picmip -1 texturesheets/ark/glass_ark_1_local.tga",
"picmip -1 texturesheets/ark/glass_ark_1_mask.tga",
2, 0.4, 0.5
>
{
blend blend
depthfunc less
map picmip -1 texturesheets/ark/glass_ark_1_dirt.tga
}
}
/*
material texturesheets/ark/ark_window_solid
{
noshadows
diffusemap picmip -1 texturesheets/ark/glass_ark_1_d.tga
bumpmap picmip -1 texturesheets/ark/glass_ark_1_local.tga
specularmap picmip -1 texturesheets/ark/glass_ark_1_mask.tga
}
*/
material texturesheets/ark/ark_window_solid
{
useTemplate templates/lab_walls <
texturesheets/ark/glass_ark_1_d.tga,
texturesheets/ark/glass_ark_1_local.tga,
texturesheets/ark/glass_ark_1_mask.tga,
2, 1.0, 0.3
>
}
material texturesheets/ark/ark_window_darker
{
nonsolid
useTemplate templates/windowglass_mask <
"picmip -1 texturesheets/ark/glass_ark_1_d.tga",
"picmip -1 texturesheets/ark/glass_ark_1_local.tga",
"picmip -1 texturesheets/ark/glass_ark_1_mask.tga",
2, 0.05, 0.3
>
{
blend blend
depthfunc less
map picmip -1 texturesheets/ark/glass_ark_1_dirt.tga
}
}
material texturesheets/ark/window_ark_1
{
useTemplate templates/windowglass_specular <
"picmip -1 texturesheets/ark/window_ark_1_d.tga",
"picmip -1 texturesheets/ark/window_ark_1_local.tga",
"picmip -1 texturesheets/ark/window_ark_1_s.tga",
2, 0.5, 0.5
>
}
material texturesheets/ark/church_ark_window
{
noshadows
useTemplate templates/windowglass_specular <
"picmip -1 texturesheets/ark/glass_ark_1_d.tga"
"picmip -1 texturesheets/ark/glass_ark_1_local.tga",
"picmip -2 texturesheets/ark/glass_ark_1_s.tga",
2, 1.0, 0.3
>
}
material textures/window/warehouse_glowing_window
{
surfaceType "glass"
noShadows
{
diffusemap textures/window/window10_d.tga
bumpmap picmip -1 textures/window/window10_local.tga
diffuseDetailMap textures/detail/bump/vehicle_detail01_d.tga
bumpDetailMap textures/detail/bump/vehicle_detail01_local.tga
specDetailMap textures/detail/bump/vehicle_detail01_d.tga
detailMult 4,2,0,0
}
{
blend add
map textures/window/window10_add.tga
colored
}
}
material textures/window/warehouse_glowing_window_darker
{
surfaceType "glass"
noShadows
{
diffusemap textures/window/window10_d.tga
bumpmap picmip -1 textures/window/window10_local.tga
diffuseDetailMap textures/detail/bump/vehicle_detail01_d.tga
bumpDetailMap textures/detail/bump/vehicle_detail01_local.tga
specDetailMap textures/detail/bump/vehicle_detail01_d.tga
detailMult 4,2,0,0
}
{
blend add
map textures/window/window10b_add.tga
colored
}
}
material texturesheets/canyon/can_window_1
{
nonsolid
twosided
useTemplate templates/windowglass_mask <
texturesheets/canyon/can_glass_1_d.tga,
texturesheets/canyon/can_glass_1_local.tga,
texturesheets/canyon/can_glass_1_mask.tga,
2, 1.0, 0.3
>
{
blend blend
depthfunc less
map texturesheets/canyon/can_glass_1_dirt.tga
}
}
material textures/glass/broken_glass_trim
{
nonsolid
twosided
useTemplate templates/windowglass_mask <
textures/glass/broken_glass_trim.tga,
textures/glass/broken_glass_trim_local.tga,
textures/glass/broken_glass_trim_mask.tga,
2, 1.0, 0.3
>
{
blend blend
depthfunc less
map textures/glass/broken_glass_trim_dirt.tga
}
}
material textures/window/ghosttown_window1
{
nonsolid
noshadows
translucent
useTemplate templates/windowglass_mask <
"picmip -1 picmipmin -1 textures/window/ghosttown_window1_d.tga",
"picmip -2 textures/window/ghosttown_window1_local.tga",
"picmip -1 picmipmin -1 textures/window/ghosttown_window1_mask.tga",
2, 1.0, 0.3
>
{
blend blend
depthfunc less
map textures/window/ghosttown_window1_dirt.tga
}
}
material textures/window/ghosttown_window1_framed
{
nonsolid
noshadows
translucent
useTemplate templates/windowglass_mask <
"picmip -1 picmipmin -1 textures/window/ghosttown_window1_framed_d.tga",
"picmip -2 textures/window/ghosttown_window1_framed_local.tga",
"picmip -1 picmipmin -1 textures/window/ghosttown_window1_framed_mask.tga",
2, 1.0, 0.6
>
}
material textures/window/ghosttown_window1b_framed
{
nonsolid
noshadows
translucent
useTemplate templates/windowglass_mask <
"picmip -1 picmipmin -1 textures/window/ghosttown_window1b_framed_d.tga",
"picmip -2 textures/window/ghosttown_window1b_framed_local.tga",
"picmip -1 picmipmin -1 textures/window/ghosttown_window1b_framed_mask.tga",
2, 1.0, 0.6
>
}
material textures/window/dna_lab_01
{
twosided
nonsolid
{
blend filter
map picmip -1 textures/window/dna_lab_01_d.tga
}
{
blend blend
program sfx/visor
bumpMap picmip -1 textures/window/dna_lab_01_local.tga
parameters 2, 2, 0.1
}
}
material textures2/water/ice_edge1
{
nonsolid
twosided
useTemplate templates/windowglass_mask_specular1 <
textures2/water/ice_edge1_d.tga,
textures2/water/ice_edge1_s.tga,
textures2/water/ice_edge1_local.tga,
textures2/water/ice_edge1_mask.tga,
2, 1, 0.4
>
}
material textures2/water/ice_edge2
{
nonsolid
twosided
useTemplate templates/windowglass_mask_specular2 <
textures2/water/ice_edge2_d.tga,
textures2/water/ice_edge1_s.tga,
textures2/water/ice_edge1_local.tga,
textures2/water/ice_edge1_mask.tga,
2, 1, 0.4
>
}
material textures/window/factory_windowtrim01
{
surfaceTypeMap textures/window/factory_windowtrim01
useTemplate templates/windowglass_specular <
textures/window/factory_windowtrim01_d.tga,
textures/window/factory_windowtrim01_local.tga,
textures/window/factory_windowtrim01_s.tga,
2, 1.0, 0.3
>
}
material textures/window/factory_windowtrim01_small
{
useTemplate templates/windowglass_specular <
textures/window/factory_windowtrim01_small_d.tga,
textures/window/factory_windowtrim01_small_local.tga,
textures/window/factory_windowtrim01_small_s.tga,
2, 1.0, 0.3
>
}
material textures2/water/glass_floor
{
twosided
useTemplate templates/windowglass_mask <
textures/glass/glass_floor_d.tga,
_flat,
_white,
2, 1, 0.2
>
{
blend blend
depthfunc less
map textures/glass/glass_floor_d.tga
vertexcolor
}
}
material textures/window/window16_glowing
{
surfaceType "metal"
noShadows
//qer_editorimage textures/window/window16_d.tga
diffusemap picmip -1 textures/window/window16_d.tga
{
blend add
map picmip -2 textures/window/window16c_add.tga
colored
vertexcolor
}
}
material textures/window/broken_window_01
{
nonsolid
twosided
useTemplate templates/windowglass_mask <
textures/glass/broken_window_01_d.tga,
textures/glass/broken_window_01_local.tga,
textures/glass/broken_window_01_mask.tga,
2, 1.0, 0.3
>
{
blend blend
depthfunc less
map textures/glass/broken_window_01_d.tga
}
}