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 } }