material models/characters/male_npc/marine/stump { noselfShadow //unsmoothedTangents forceOverlays surfaceType flesh renderbump -size 512 512 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/stump_local.tga models/characters/male_npc/marine/stump_hi.lwo /* { if ( parm6 == 1 ) blend diffusemap map clamp models/characters/male_npc/marine/stump.tga alphaTest 0.5 + 0.5 * sintable [ time * .2 ] } { if ( parm6 == 0 ) blend diffusemap map clamp models/characters/male_npc/marine/stump.tga alphaTest 0 } */ diffusemap clamp models/characters/male_npc/marine/stump.tga bumpmap clamp addnormals(models/characters/male_npc/marine/stump_local.tga, heightmap(models/characters/male_npc/marine/stump_h.tga, 5 ) ) specularmap clamp models/characters/male_npc/marine/stump_s.tga } material models/characters/male_npc/marine/marine { noSelfShadow unsmoothedTangents surfaceType flesh forceOverlays collision renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo diffusemap models/characters/male_npc/marine/marine_desert_camo.tga bumpmap addnormals( models/characters/male_npc/marine/marine_local.tga, heightmap( models/characters/male_npc/marine/marine_h.tga, 5 ) ) specularmap models/characters/male_npc/marine/marine_desert_camo_s.tga } //ADDED BY RICH material models/characters/male_npc/marine/strogg{ noSelfShadow unsmoothedTangents surfaceType flesh forceOverlays collision renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo diffusemap models/characters/male_npc/marine/strogg.tga bumpmap addnormals( models/characters/male_npc/marine/marine_local.tga, heightmap( models/characters/male_npc/marine/marine_h.tga, 5 ) ) specularmap models/characters/male_npc/marine/marine_desert_camo_s.tga } material models/characters/male_npc/marine/marine2 { noSelfShadow unsmoothedTangents surfaceType flesh forceOverlays collision { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 1.7 * (time - parm7) } renderbump -size 1024 1024 -trace 0.07 -colorMap -aa 2 models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo diffusemap models/characters/male_npc/marine/marine.tga bumpmap addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) ) specularmap models/characters/male_npc/marine/marine_s.tga } material models/characters/sarge2/helmet { noselfShadow unsmoothedTangents collision forceOverlays surfaceType metal renderbump -size 512 512 -aa 2 models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo diffusemap models\characters\male_npc\marine\marine_helmet_d.tga bumpmap models\characters\male_npc\marine\marine_helmet_l.tga specularmap models\characters\male_npc\marine\marine_helmet_s.tga } //ADDED BY RICH material models/characters/sarge2/strogg_helmet { noselfShadow unsmoothedTangents collision forceOverlays surfaceType metal renderbump -size 512 512 -aa 2 models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo diffusemap models\characters\male_npc\marine\strogg_helmet_d.tga bumpmap models\characters\male_npc\marine\marine_helmet_l.tga specularmap models\characters\male_npc\marine\marine_helmet_s.tga } material models/characters/male_npc/soldier/soldier { noselfShadow unsmoothedTangents surfaceType flesh forceOverlays { // burning corpse effect if parm7 // only when dead // make a burned away alpha test for the normal skin blend gl_zero, gl_one // don't draw anything map models/monsters/spectre/dis2.tga // replace this with a monster-specific texture alphaTest 0.05 + 2 * (time - parm7) } renderbump -size 1024 1024 -trace 0.03 -colorMap -aa 2 models/characters/male_npc/soldier/soldier_local.tga models/characters/male_npc/soldier/soldier_hi.lwo diffusemap models/characters/male_npc/soldier/soldier.tga bumpmap addnormals(models/characters/male_npc/soldier/soldier_local.tga, heightmap(models/characters/male_npc/soldier/soldier_h.tga, 5 ) ) specularmap models/characters/male_npc/soldier/soldier_s.tga } material models/characters/player/body { noselfShadow clamp renderbump -size 1024 2048 -trace 0.03 -colorMap -aa 2 models/characters/player/body_local.tga models/characters/player/body_hi.lwo diffusemap models/characters/player/body.tga bumpmap addnormals(models/characters/player/body_local.tga, heightmap(models/characters/player/body_h.tga, 5 ) ) specularmap models/characters/player/body_s.tga } material models/characters/player/arm2 { noselfShadow noShadows renderbump -size 1024 2048 -trace 0.1 -colorMap models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo diffusemap models/characters/player/arm2.tga bumpmap addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) ) specularmap models/characters/player/arm2_s.tga } material models/characters/player/arm2_invis { noselfShadow noShadows renderbump -size 1024 2048 -trace 0.1 -colorMap models/characters/player/arm2_local.tga models/characters/player/arm1_hi.lwo translucent bumpmap addnormals(models/characters/player/arm2_local.tga, heightmap(models/characters/player/arm2_h.tga, 3 ) ) specularmap models/invis_s.tga }