etqw-sdk/base/materials/id_characters.mtr

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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
}