245 lines
5.2 KiB
Plaintext
245 lines
5.2 KiB
Plaintext
// visportal brushes stop the area flood fills in dmap and
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// define portals, separating the world into areas
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material textures/editor/visportal
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{
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qer_editorimage textures/editor/visportal.tga
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areaportal
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noshadows
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}
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material textures/editor/visportal_occluder
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{
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qer_editorimage textures/editor/visportal_occluder.tga
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areaportal
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portal occlusionQuery
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noshadows
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}
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// This one should always be facing to the outside area
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material textures/editor/outsideportal
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{
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qer_editorimage textures/editor/outsideportal.tga
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qer_nocarve
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areaportal
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portal vis
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portal outside
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portal blockAmbient
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forceshadows
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onlyAtmosphereInteraction
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}
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material textures/editor/outsideportal_occluder
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{
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qer_editorimage textures/editor/outsideportal_occluder.tga
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qer_nocarve
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areaportal
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portal vis
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portal outside
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portal blockAmbient
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portal occlusionQuery
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forceshadows
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onlyAtmosphereInteraction
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}
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material textures/editor/ambientportal
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{
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qer_editorimage textures/editor/ambientportal.tga
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qer_nocarve
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areaportal
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portal vis
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portal blockAmbient
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noshadows
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}
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material textures/editor/ambientportal_occluder
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{
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qer_editorimage textures/editor/ambientportal_occluder.tga
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qer_nocarve
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areaportal
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portal vis
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portal blockAmbient
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portal occlusionQuery
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noshadows
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}
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material textures/editor/playzoneportal
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{
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qer_editorimage textures/editor/playzoneportal.tga
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qer_nocarve
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areaportal
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portal playzone
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noshadows
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}
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material textures/editor/audioportal
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{
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qer_editorimage textures/editor/audioportal.tga
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qer_nocarve
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areaportal
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portal audio
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noshadows
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}
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// a caulk brush will behave as a normal solid surface
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// for collision detection and utility flood filling, and
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// should be used whenever you know the area isn't going to
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// be visible, but it needs to be closed off for things to
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// work right. Curves and models don't stop the utility
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// flood filling, so you need to have solid brushes behind
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// them. Setting the faces that won't ever be seen to
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// caulk will save some rendering time and data space.
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// This is a noimpact version for sky brushes so that
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// artillery works in ETQW
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material textures/editor/noimpactcaulk
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{
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qer_editorimage textures/editor/noimpactcaulk.tga
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noshadows
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noimpact
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forceOpaque // will still seal levels
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}
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material textures/editor/shadowcaulk
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{
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qer_editorimage textures/editor/shadowcaulk.tga
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nonsolid
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forceShadows
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}
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// entity triggers don't need to be any particular material,
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// but this is used by convention
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material textures/editor/trigtooltip
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{
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qer_editorimage textures/editor/trigtooltip.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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}
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// Occluder brush used during outside quadtree occlusion building
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material textures/editor/occluder
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{
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qer_editorimage textures/editor/occluder.tga
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qer_nocarve
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occluder
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noshadows
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}
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// A white material that doesn't write alpha
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material textures/editor/white
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{
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qer_editorimage _white
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noshadows
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nonsolid
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{
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map _white
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maskAlpha
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vertexcolor
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}
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}
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material textures/editor/soundwave
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{
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qer_editorimage _white
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{
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program trivialCinematic
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soundMap waveform
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}
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}
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// a white material that accepts ambient lighting
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material textures/editor/white_ambient
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{
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qer_editorimage _white
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noshadows
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nonsolid
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{
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diffusemap _white
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specularmap _black
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bumpmap _flat
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maskAlpha
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vertexcolor
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}
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}
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material textures/editor/checker_64
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{
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qer_editorimage textures/editor/checker/checker_64_d.tga
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noshadows
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nonsolid
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{
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diffusemap textures/editor/checker/checker_64_d.tga
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specularmap textures/editor/checker/checker_64_s.tga
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bumpmap textures/editor/checker/checker_64_n.tga
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maskAlpha
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vertexcolor
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}
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}
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material textures/editor/checker_4_to_1
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{
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qer_editorimage textures/editor/checker/checker_4_to_1_d.tga
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noshadows
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nonsolid
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{
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diffusemap textures/editor/checker/checker_4_to_1_d.tga
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specularmap textures/editor/checker/checker_4_to_1_s.tga
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bumpmap textures/editor/checker/checker_4_to_1_n.tga
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maskAlpha
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vertexcolor
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}
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}
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material textures/editor/checker_8_to_1
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{
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qer_editorimage textures/editor/checker/checker_8_to_1_d.tga
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noshadows
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nonsolid
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{
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diffusemap textures/editor/checker/checker_8_to_1_d.tga
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specularmap textures/editor/checker/checker_8_to_1_s.tga
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bumpmap textures/editor/checker/checker_8_to_1_n.tga
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maskAlpha
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vertexcolor
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}
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}
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material textures/editor/checker_256
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{
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qer_editorimage textures/editor/checker/checker_256_d.tga
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noshadows
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nonsolid
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{
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diffusemap textures/editor/checker/checker_256_d.tga
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specularmap textures/editor/checker/checker_256_s.tga
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bumpmap textures/editor/checker/checker_256_n.tga
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maskAlpha
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vertexcolor
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}
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}
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material textures/editor/checker_512
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{
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qer_editorimage textures/editor/checker/checker_512_d.tga
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noshadows
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nonsolid
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{
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diffusemap textures/editor/checker/checker_512_d.tga
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specularmap textures/editor/checker/checker_512_s.tga
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bumpmap textures/editor/checker/checker_512_n.tga
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maskAlpha
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vertexcolor
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}
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}
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material textures/editor/terrain_preview
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{
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noshadows
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nonsolid
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{
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diffusemap _white
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bumpmap _flat
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}
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}
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