// visportal brushes stop the area flood fills in dmap and // define portals, separating the world into areas material textures/editor/visportal { qer_editorimage textures/editor/visportal.tga areaportal noshadows } material textures/editor/visportal_occluder { qer_editorimage textures/editor/visportal_occluder.tga areaportal portal occlusionQuery noshadows } // This one should always be facing to the outside area material textures/editor/outsideportal { qer_editorimage textures/editor/outsideportal.tga qer_nocarve areaportal portal vis portal outside portal blockAmbient forceshadows onlyAtmosphereInteraction } material textures/editor/outsideportal_occluder { qer_editorimage textures/editor/outsideportal_occluder.tga qer_nocarve areaportal portal vis portal outside portal blockAmbient portal occlusionQuery forceshadows onlyAtmosphereInteraction } material textures/editor/ambientportal { qer_editorimage textures/editor/ambientportal.tga qer_nocarve areaportal portal vis portal blockAmbient noshadows } material textures/editor/ambientportal_occluder { qer_editorimage textures/editor/ambientportal_occluder.tga qer_nocarve areaportal portal vis portal blockAmbient portal occlusionQuery noshadows } material textures/editor/playzoneportal { qer_editorimage textures/editor/playzoneportal.tga qer_nocarve areaportal portal playzone noshadows } material textures/editor/audioportal { qer_editorimage textures/editor/audioportal.tga qer_nocarve areaportal portal audio noshadows } // 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. // This is a noimpact version for sky brushes so that // artillery works in ETQW material textures/editor/noimpactcaulk { qer_editorimage textures/editor/noimpactcaulk.tga noshadows noimpact forceOpaque // will still seal levels } material textures/editor/shadowcaulk { qer_editorimage textures/editor/shadowcaulk.tga nonsolid forceShadows } // entity triggers don't need to be any particular material, // but this is used by convention material textures/editor/trigtooltip { qer_editorimage textures/editor/trigtooltip.tga qer_nocarve // don't let an awry CSG operation cut it up noshadows } // Occluder brush used during outside quadtree occlusion building material textures/editor/occluder { qer_editorimage textures/editor/occluder.tga qer_nocarve occluder noshadows } // A white material that doesn't write alpha material textures/editor/white { qer_editorimage _white noshadows nonsolid { map _white maskAlpha vertexcolor } } material textures/editor/soundwave { qer_editorimage _white { program trivialCinematic soundMap waveform } } // a white material that accepts ambient lighting material textures/editor/white_ambient { qer_editorimage _white noshadows nonsolid { diffusemap _white specularmap _black bumpmap _flat maskAlpha vertexcolor } } material textures/editor/checker_64 { qer_editorimage textures/editor/checker/checker_64_d.tga noshadows nonsolid { diffusemap textures/editor/checker/checker_64_d.tga specularmap textures/editor/checker/checker_64_s.tga bumpmap textures/editor/checker/checker_64_n.tga maskAlpha vertexcolor } } material textures/editor/checker_4_to_1 { qer_editorimage textures/editor/checker/checker_4_to_1_d.tga noshadows nonsolid { diffusemap textures/editor/checker/checker_4_to_1_d.tga specularmap textures/editor/checker/checker_4_to_1_s.tga bumpmap textures/editor/checker/checker_4_to_1_n.tga maskAlpha vertexcolor } } material textures/editor/checker_8_to_1 { qer_editorimage textures/editor/checker/checker_8_to_1_d.tga noshadows nonsolid { diffusemap textures/editor/checker/checker_8_to_1_d.tga specularmap textures/editor/checker/checker_8_to_1_s.tga bumpmap textures/editor/checker/checker_8_to_1_n.tga maskAlpha vertexcolor } } material textures/editor/checker_256 { qer_editorimage textures/editor/checker/checker_256_d.tga noshadows nonsolid { diffusemap textures/editor/checker/checker_256_d.tga specularmap textures/editor/checker/checker_256_s.tga bumpmap textures/editor/checker/checker_256_n.tga maskAlpha vertexcolor } } material textures/editor/checker_512 { qer_editorimage textures/editor/checker/checker_512_d.tga noshadows nonsolid { diffusemap textures/editor/checker/checker_512_d.tga specularmap textures/editor/checker/checker_512_s.tga bumpmap textures/editor/checker/checker_512_n.tga maskAlpha vertexcolor } } material textures/editor/terrain_preview { noshadows nonsolid { diffusemap _white bumpmap _flat } }