// 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 } }