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